Back to project page Layrd.
The source code is released under:
MIT License
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package com.Voltronics.game; /*from w ww . j a v a2s. co m*/ import com.badlogic.gdx.Gdx; import com.badlogic.gdx.InputProcessor; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureRegion; public class TutorialScreen implements Screen, InputProcessor{ private LayrdGame aGame; private OrthographicCamera guiCam; private SpriteBatch batch; private Texture tutorialImg1; private TextureRegion tutorial1; private Texture tutorialImg2; private TextureRegion tutorial2; private Texture tutorialImg3; private TextureRegion tutorial3; private int imgCount = 1; public TutorialScreen(LayrdGame game){ aGame = game; guiCam = new OrthographicCamera(480,320); guiCam.position.set(480/2,320/2,0); batch = new SpriteBatch(); // loads the different tutorial pages and sets them tutorialImg1 = new Texture(Gdx.files.internal("tutorial1.png")); tutorialImg2 = new Texture(Gdx.files.internal("tutorial2.png")); tutorialImg3 = new Texture(Gdx.files.internal("tutorial3.png")); tutorial1 = new TextureRegion(tutorialImg1, 0, 0, 480, 320); tutorial2 = new TextureRegion(tutorialImg2, 0, 0, 480, 320); tutorial3 = new TextureRegion(tutorialImg3, 0, 0, 480, 320); // sets the input processor Gdx.input.setInputProcessor(this); } // function to draw different screens depending on the imgCount index private void draw(){ Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); guiCam.update(); batch.setProjectionMatrix(guiCam.combined); batch.begin(); if(imgCount == 1)batch.draw(tutorial1, 0, 0, 480, 320); else if(imgCount == 2)batch.draw(tutorial2, 0, 0, 480, 320); else if(imgCount == 3)batch.draw(tutorial3, 0, 0, 480,320); batch.end(); } @Override public void render(float delta) { draw(); } @Override public void resize(int width, int height) { } @Override public void show() { } @Override public void hide() { } @Override public void pause() { } @Override public void resume() { } @Override public void dispose() { tutorial3.getTexture().dispose(); tutorial2.getTexture().dispose(); tutorial1.getTexture().dispose(); } @Override public boolean keyDown(int keycode) { return false; } @Override public boolean keyUp(int keycode) { return false; } @Override public boolean keyTyped(char character) { return false; } @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { // if the imgCount is at 3 reset it to 1 and go back to the main menu // else update the tutorial screen img if(imgCount == 3){ imgCount = 1; aGame.setScreen(new LayrdScreenMainMenu(aGame)); } else imgCount++; return false; } @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { return false; } @Override public boolean touchDragged(int screenX, int screenY, int pointer) { return false; } @Override public boolean mouseMoved(int screenX, int screenY) { return false; } @Override public boolean scrolled(int amount) { return false; } }