Menu level selection in the game (Android)?

Tell me how to make a trendy selection menu level in the game, such as Angry Birds or Monkey Blast (and there were maintained scorlling fingers with fluid movements).


I'm making a game using libgdx, and it's in the manual to implement or you can use the built-in UI components of Android?


That's how it should look:
2aee9b07122bbea4da6c540bf9e12aa3.png
October 8th 19 at 03:17
3 answers
October 8th 19 at 03:19
Custom HorizontalScrollView, for example, where to put your custom buttons(with all of soon, points and stuff) key is already loaded directly libgdx level to do as part of the libgdx activity is not advised.
Get unbearable for other platforms. libgdx is so good that we can write simultaneously for Android, Windows and Linux. - reina_Nitzsche65 commented on October 8th 19 at 03:22
Yes, libgdx is certainly a big plus, but I'm afraid will take a lot of effort to implement this all.
And you, ertaquo, decided this issue in libgdx or is not required? ) - christophe.Kuhic76 commented on October 8th 19 at 03:25
I have not yet required, but soon it will be necessary :-) - reina_Nitzsche65 commented on October 8th 19 at 03:28
ertaquoyou wrote Android games, which are then played on Windows and Linux? Intro is not so difficult in terms of portability, the question is why do it already, if you do not understand how on one platform will go. Cross-platform is good, but the behavior in systems of Android Windows is fundamentally different, since the size of the screen and ending with the management interface in the game - reuben_Pacocha commented on October 8th 19 at 03:31
Now write one. Similar cross-platform frameworks (SDL, libgdx and others) need to behave the same on different platforms. And why split hairs with a bunch of Activity when it is done quite easily by means of libgdx (which still all comes down eventually)? - reina_Nitzsche65 commented on October 8th 19 at 03:34
October 8th 19 at 03:21
If you do not using Stage and Actor s, I recommend to switch to them.
This is done so. Creates several Actor s, one for each level. In Stage set, two variables of type float, for example currLevel and prevLevel. They affect the rendering of levels-the Actor s: each unit corresponds to the shift along the X-axis at a certain distance (if you take a screenshot from Angry Birds, it will cut the right edges of two levels). If the user swipes a line, it is necessary to remember that clicking prevLevel, currLevel and to change to (the length between the touch points) / (distance between edges). After you release your finger it is necessary to change currLevel prevLevel in the opposite direction, to the nearest integer (thus creating the animation). If the length of the segment between the pressing and releasing of the finger is too small, you have to react depending on where a click happened: if in the center, run level, if the sides change currLevel.
Not too clear but to explain better — I don't know.
October 8th 19 at 03:23
Maybe someone will be useful:

In the latest (development) version of libgdx appeared FlickScrollPane component, which partially allows to implement the functionality level.

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