Back to project page candy-drop.
The source code is released under:
Copyright (c) 2014, Gregory Martin All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: ...
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package com.gregfmartin.facetapper.screens; //from ww w .ja v a2 s .com import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.Color; import com.badlogic.gdx.graphics.g2d.freetype.FreeTypeFontGenerator; import com.badlogic.gdx.scenes.scene2d.InputEvent; import com.badlogic.gdx.scenes.scene2d.InputListener; import com.badlogic.gdx.scenes.scene2d.ui.Label; import com.badlogic.gdx.scenes.scene2d.ui.Table; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; import com.gregfmartin.facetapper.GameCore; import com.gregfmartin.facetapper.entities.Screen; import com.gregfmartin.facetapper.utils.Gl20Utils; /** * The screen where the player can choose to play the game, go to a screen where global options * can be configured, or exit the game. * * @author Gregory Martin */ public class TitleScreen extends Screen { private static final String TAG = TitleScreen.class.getSimpleName(); private static final String CTAG = TitleScreen.class.getCanonicalName(); // UI Components private Table mRootTable; // The root container for all of the UI components private Label mGameTitleLabel; // The Label that shows the title of the game private TextButton mButtonPlay; // Starts the game private TextButton mButtonOptions; // Moves to the configuration screen for game settings private TextButton mButtonQuit; // Quits the game private TextButton.TextButtonStyle mButtonStyle; // The style that's used to style the TextButtons private FreeTypeFontGenerator mFreeTypeFontGen; // Create BitmapFonts from TTF public TitleScreen(GameCore gameCore) { super(gameCore); } @Override public void castingCall() { super.castingCall(); mFreeTypeFontGen = new FreeTypeFontGenerator(Gdx.files.internal("fonts/sawasdee/sawasdee.ttf")); mButtonStyle = new TextButton.TextButtonStyle(null, null, null, mFreeTypeFontGen.generateFont(30)); mButtonStyle.fontColor = Color.BLACK; mRootTable = new Table(); mGameTitleLabel = new Label("Candy Dropper", new Label.LabelStyle(mFreeTypeFontGen.generateFont(64), Color.BLACK)); mButtonPlay = new TextButton("Play", mButtonStyle); mButtonOptions = new TextButton("Options", mButtonStyle); mButtonQuit = new TextButton("Quit", mButtonStyle); // Attach listeners to the buttons mButtonPlay.addListener(new InputListener() { @Override public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { // Move to the Arena Screen mGameCoreRef.setScreen(new ArenaScreen(mGameCoreRef)); return false; } }); mButtonQuit.addListener(new InputListener() { @Override public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { // Quit the game Gdx.app.exit(); return false; } }); } @Override public void rehearsal() { super.rehearsal(); mRootTable.setFillParent(true); // mRootTable.debug(); mRootTable.add(mGameTitleLabel).expand().top().padTop(15.0F).colspan(3); mRootTable.row().expandX().padBottom(15.0F); mRootTable.add(mButtonPlay); mRootTable.add(mButtonOptions); mRootTable.add(mButtonQuit); mStage.addActor(mRootTable); } @Override public void draw(float delta) { Gl20Utils.glClearColour(Color.WHITE); // Table.drawDebug(mStage); mStage.draw(); } @Override public void dispose() { super.dispose(); mStage.dispose(); mFreeTypeFontGen.dispose(); } }