List of usage examples for com.badlogic.gdx ScreenAdapter subclass-usage
From source file com.wilson.game.Screen.HelpScreen.java
public class HelpScreen extends ScreenAdapter {
GameView game;
OrthographicCamera guiCam;
Rectangle nextBounds;
Vector3 touchPoint;
From source file com.wilson.game.Screen.HelpScreen2.java
public class HelpScreen2 extends ScreenAdapter {
GameView game;
OrthographicCamera guiCam;
Rectangle nextBounds;
Vector3 touchPoint;
From source file com.wilson.game.Screen.HelpScreen3.java
public class HelpScreen3 extends ScreenAdapter {
GameView game;
OrthographicCamera guiCam;
Rectangle nextBounds;
Vector3 touchPoint;
From source file com.wilson.game.Screen.HelpScreen4.java
public class HelpScreen4 extends ScreenAdapter {
GameView game;
OrthographicCamera guiCam;
Rectangle nextBounds;
Vector3 touchPoint;
From source file com.wilson.game.Screen.HelpScreen5.java
public class HelpScreen5 extends ScreenAdapter {
GameView game;
OrthographicCamera guiCam;
Rectangle nextBounds;
Vector3 touchPoint;
From source file com.wilson.game.Screen.MainMenuScreen.java
public class MainMenuScreen extends ScreenAdapter {
GameView game;
OrthographicCamera guiCam;
Rectangle soundBounds;
Rectangle playBounds;
Rectangle highscoresBounds;
From source file com.xui.examples.screens.manager.AbstractScreen.java
/**
* Abstract 2d screen with built-in {@link Stage}
*
* It's oriented primary to work with {@link Actor} and subclasses
*
* IMPORTANT! If you're using this class with ScreenManager, you should to have empty constructor. It's because
From source file de.fgerbig.spacepeng.screens.SplashScreen.java
public class SplashScreen extends ScreenAdapter { private final int PROGRESSBAR_HEIGHT = (int) (Const.HEIGHT / 40f); private final Color PROGRESSBAR_COLOR = new Color(127 / 255f, 212 / 255f, 150 / 255f, 1f); private final SpacePeng game; private Texture splashTexture;
From source file demo.GameScreen.java
/**
* GameScreen.java
* <p/>
* Comment
*
* @author saravanakumar.chinraj
From source file edu.lehigh.cse.lol.Level.java
/**
* A Level is an interactive portion of the game. Levels can be infinite, or
* they can have an end goal. Level has two components. One is the part that is
* visible to the game designer, which involves some limited control over the
* camera and music, and the ability to request that custom code run after a
* fixed amount of time. These timers can also be attached to a specific enemy,