Android Open Source - aCARdeRUN Game Screen






From Project

Back to project page aCARdeRUN.

License

The source code is released under:

Apache License

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Java Source Code

/* Copyright 2012 Dennis Grewe
 */*from w  ww .  j  a v a  2  s . c  o m*/
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License. */
package de.hdm.mib.dg041.game;

import de.hdm.mib.dg041.input.InputSystem;

/**
 * The abstract class GameScreen defines methods which must be implemented by all other screen
 * implementation of the game.
 *
 * @author dennis.grewe [dg041@hdm-stuttgart.de]
 * Created on 23.02.2012.
 */
public abstract class GameScreen
{
    // --------------------------------------------------------
    // METHODS
    // --------------------------------------------------------

    /**
     * The method initializes all important components of the screen. This includes
     * the world, HUD, hero, enemy, etc.
     */
    public abstract void initialize();

    /**
     * The method loads all necessary component information for the screen.
     */
    public abstract void loadContent();

    /**
     * The method updates the information, position, etc. of the screen components
     * periodically.
     *
     * @param deltaSeconds the milliseconds for updating the screen periodically.
     * @param inputSystem InpustSystem
     *                      The kind of input system used by the game.
     */
    public abstract void update(float deltaSeconds, InputSystem inputSystem);

    /**
     * The method redraw the screen periodically depending on the given milliseconds
     * interval.
     *
     * @param deltaSeconds the milliseconds for redrawn the screen periodically.
     */
    public abstract void draw(float deltaSeconds);
}




Java Source Code List

de.hdm.mib.dg041.acarderun.aCARdeRunActivity.java
de.hdm.mib.dg041.acarderun.aCARdeRunView.java
de.hdm.mib.dg041.collision.AxisAlignedBoundingBox.java
de.hdm.mib.dg041.collision.Circle.java
de.hdm.mib.dg041.collision.Point.java
de.hdm.mib.dg041.collision.Shape2D.java
de.hdm.mib.dg041.game.GameScreen.java
de.hdm.mib.dg041.game.Game.java
de.hdm.mib.dg041.game.HUD.java
de.hdm.mib.dg041.game.Hero.java
de.hdm.mib.dg041.game.InGameScreen.java
de.hdm.mib.dg041.game.MenuScreen.java
de.hdm.mib.dg041.game.Obstacle.java
de.hdm.mib.dg041.game.Ranking.java
de.hdm.mib.dg041.game.World.java
de.hdm.mib.dg041.game.aCARdeRunGame.java
de.hdm.mib.dg041.graphics.BlendFactor.java
de.hdm.mib.dg041.graphics.Camera.java
de.hdm.mib.dg041.graphics.CompareFunction.java
de.hdm.mib.dg041.graphics.GraphicDevice.java
de.hdm.mib.dg041.graphics.Material.java
de.hdm.mib.dg041.graphics.Mesh.java
de.hdm.mib.dg041.graphics.Renderer.java
de.hdm.mib.dg041.graphics.Side.java
de.hdm.mib.dg041.graphics.SpriteFont.java
de.hdm.mib.dg041.graphics.TextBuffer.java
de.hdm.mib.dg041.graphics.TextureBlendMode.java
de.hdm.mib.dg041.graphics.TextureFilter.java
de.hdm.mib.dg041.graphics.TextureWrapMode.java
de.hdm.mib.dg041.graphics.Texture.java
de.hdm.mib.dg041.graphics.VertexBuffer.java
de.hdm.mib.dg041.graphics.VertexElement.java
de.hdm.mib.dg041.input.InputEvent.java
de.hdm.mib.dg041.input.InputSystem.java
de.hdm.mib.dg041.math.MathHelper.java
de.hdm.mib.dg041.math.Matrix4x4.java
de.hdm.mib.dg041.math.Vector2.java
de.hdm.mib.dg041.math.Vector3.java
de.hdm.mib.dg041.math.Vector4.java