Back to project page Tetris-Evolution.
The source code is released under:
GNU General Public License
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package com.mygdx.states; /*from w w w . j a v a 2s . c o m*/ import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.g2d.Animation; import com.badlogic.gdx.graphics.g2d.Batch; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.mygdx.tools.GifDecoder; public class Splash implements Screen { private final static int width = Gdx.graphics.getWidth(); private final static int height = Gdx.graphics.getHeight(); private TextureRegion textureCurrentFrame; private final SpriteBatch batch = new SpriteBatch();; private final Animation animation = GifDecoder.loadGIFAnimation(Animation.PlayMode.NORMAL, Gdx.files.internal("res/img/splash.gif").read());; private float deltaAccumulator = 0.0f; @Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); if (animation.isAnimationFinished(deltaAccumulator)){ ((Game) Gdx.app.getApplicationListener()).setScreen(new MainMenu()); } else { deltaAccumulator += delta; textureCurrentFrame = animation.getKeyFrame(deltaAccumulator, true); } batch.begin(); batch.draw(textureCurrentFrame, 0, 0, width, height); batch.end(); } @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() { } }