Back to project page LucyTheMoocher.
The source code is released under:
MIT License
If you think the Android project LucyTheMoocher listed in this page is inappropriate, such as containing malicious code/tools or violating the copyright, please email info at java2s dot com, thanks.
package com.lucythemoocher.loops; //from ww w.j a va 2s .co m import android.view.KeyEvent; import com.lucythemoocher.Globals.Globals; import com.lucythemoocher.controls.GlobalController; import com.lucythemoocher.controls.KeysListener; import com.lucythemoocher.util.Timer; /** * Loop used for the Game, when player is playing (haha) */ public class LoopGame extends Loop implements KeysListener { private Timer lifeTime_; private int level_; /** * Public constructor * This constructor won't reset or launch the game. The * game's instance should already have been initialized * and game will continue. */ public LoopGame() { registerKeys(); lifeTime_ = new Timer(0); } /** * Public constructor * By specifying the level, you will reset the game and launch * a new level. Use the default constructor to continue game. * @param level */ public LoopGame(int level) { this(); level_ = level; } @Override protected void load() { Globals.getInstance().getGame().load(level_); } @Override protected void start() { Globals.getInstance().getGame().start(); } @Override protected void pause() { Globals.getInstance().getGame().pause(); } @Override protected void resume() { registerKeys(); Globals.getInstance().getGame().resume(); } @Override protected void stop() { Globals.getInstance().getGame().stop(); } @Override public void update() { Globals.getInstance().getGame().update(); } /** * Called for each rendering if this is the current loop * Don't compute anything here, prefer update */ public void render() { Globals.getInstance().getGame().render(); } public void onLeaveLoop() { unregisterKeys(); } public void registerKeys() { GlobalController.getInstance().registerKey(this); } @Override public void unregisterKeys() { GlobalController.getInstance().unregisterKey(this); } public void onKeyDown(int KeyCode, KeyEvent event) { if (KeyCode == KeyEvent.KEYCODE_BACK && lifeTime_.timeFromCreation() > 100 && event.getRepeatCount() == 0) { changeCurrentLoop(new LoopPause(this)); } } }