Back to project page lamp-game.
The source code is released under:
GNU General Public License
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package com.lifestudio.extras; /* www . j a va 2 s .com*/ import org.andengine.engine.camera.Camera; import org.andengine.entity.scene.Scene; import org.andengine.entity.sprite.Sprite; import org.andengine.entity.sprite.TiledSprite; import org.andengine.opengl.vbo.VertexBufferObjectManager; import org.andengine.opengl.texture.region.*; import com.lifestudio.manager.ResourcesManager; public class LevelCompleteWindow extends Sprite { private TiledSprite star1; private TiledSprite star2; private TiledSprite star3; public enum StarsCount { ONE, TWO, THREE } public LevelCompleteWindow(VertexBufferObjectManager pSpriteVertexBufferObject) { super(0, 0, 650, 400, ResourcesManager.getInstance().complete_window_region, pSpriteVertexBufferObject); attachStars(pSpriteVertexBufferObject); } private void attachStars(VertexBufferObjectManager pSpriteVertexBufferObject) { star1 = new TiledSprite(150, 150, ResourcesManager.getInstance().complete_stars_region, pSpriteVertexBufferObject); star2 = new TiledSprite(325, 150, ResourcesManager.getInstance().complete_stars_region, pSpriteVertexBufferObject); star3 = new TiledSprite(500, 150, ResourcesManager.getInstance().complete_stars_region, pSpriteVertexBufferObject); attachChild(star1); attachChild(star2); attachChild(star3); } /** * Change star`s tile index, depends on stars count. * @param starsCount */ public void display(StarsCount starsCount, Scene scene, Camera camera) { // Change stars tile index, based on stars count (1-3) switch (starsCount) { case ONE: star1.setCurrentTileIndex(0); star2.setCurrentTileIndex(1); star3.setCurrentTileIndex(1); break; case TWO: star1.setCurrentTileIndex(0); star2.setCurrentTileIndex(0); star3.setCurrentTileIndex(1); break; case THREE: star1.setCurrentTileIndex(0); star2.setCurrentTileIndex(0); star3.setCurrentTileIndex(0); break; } // Hide HUD camera.getHUD().setVisible(false); // Disable camera chase entity camera.setChaseEntity(null); // Attach our level complete panel in the middle of camera setPosition(camera.getCenterX(), camera.getCenterY()); scene.attachChild(this); } }