Java tutorial
/******************************************************************************* * Copyright 2011 See AUTHORS file. * * 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 app.badlogicgames.superjumper; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.GLCommon; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.math.Rectangle; import com.badlogic.gdx.math.Vector3; public class HighscoresScreen implements Screen { Game game; OrthographicCamera guiCam; SpriteBatch batcher; Rectangle backBounds; Vector3 touchPoint; String[] highScores; float xOffset = 0; public HighscoresScreen(Game game) { this.game = game; guiCam = new OrthographicCamera(320, 480); guiCam.position.set(320 / 2, 480 / 2, 0); backBounds = new Rectangle(0, 0, 64, 64); touchPoint = new Vector3(); batcher = new SpriteBatch(); highScores = new String[5]; for (int i = 0; i < 5; i++) { highScores[i] = i + 1 + ". " + Settings.highscores[i]; xOffset = Math.max(Assets.font.getBounds(highScores[i]).width, xOffset); } xOffset = 160 - xOffset / 2 + Assets.font.getSpaceWidth() / 2; } public void update() { if (Gdx.input.justTouched()) { guiCam.unproject(touchPoint.set(Gdx.input.getX(), Gdx.input.getY(), 0)); if (backBounds.contains(touchPoint.x, touchPoint.y)) { Assets.playSound(Assets.clickSound); game.setScreen(new MainMenuScreen(game)); return; } } } public void draw() { GLCommon gl = Gdx.gl; gl.glClear(GL10.GL_COLOR_BUFFER_BIT); guiCam.update(); batcher.setProjectionMatrix(guiCam.combined); batcher.disableBlending(); batcher.begin(); batcher.draw(Assets.backgroundRegion, 0, 0, 320, 480); batcher.end(); batcher.enableBlending(); batcher.begin(); batcher.draw(Assets.highScoresRegion, 10, 360 - 16, 300, 33); float y = 230; for (int i = 4; i >= 0; i--) { Assets.font.draw(batcher, highScores[i], xOffset, y); y += Assets.font.getLineHeight(); } batcher.draw(Assets.arrow, 0, 0, 64, 64); batcher.end(); } @Override public void render(float delta) { update(); draw(); } @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() { } }