Java tutorial
/* * Copyright 2013 Adrin Lpez Gonzlez <alg_18_k@hotmail.com> * Julin Surez alfonso <julian_0141@hotmail.com> * * This file is part of GameDefender. * * GameDefender is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * GameDefender is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with GameDefender. If not, see <http://www.gnu.org/licenses/>. */ package application.concretion; import persistence.DataAccesObjectCSV; import presentation.concretion.LoadingScreen; import service.InputGame; import service.data.SettingManager; import service.resources.ResourcesCommos; import application.abstraction.IScreen; import com.badlogic.gdx.Application.ApplicationType; import com.badlogic.gdx.ApplicationListener; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.GL10; /** * GameScreenController.java * * @version Apr 19, 2013 * @author Adrin Lpez Gonzlez * @author Julin Surez alfonso * */ public class GameScreenController implements ApplicationListener { /* Fields */ private IScreen currentScreen; private IScreen nextScreen; // FPS logger to testing velocity of application. // private FPSLogger log; /** * GameScreenController. * */ public GameScreenController() { // log = new FPSLogger(); } @Override public void create() { // If application is launch in html5 put your specific DAO. if (Gdx.app.getType() == ApplicationType.WebGL) { SettingManager.DAO = DataAccesObjectCSV.getInstance(); } // Initialized common resources and loading screen. Gdx.input.setInputProcessor(InputGame.getInputMultiplexer()); ResourcesCommos.initResources(); currentScreen = new LoadingScreen(false); } @Override public void dispose() { if (currentScreen != null) currentScreen.dispose(); } @Override public void render() { // log.log(); // Clean the screen Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT | GL10.GL_STENCIL_BUFFER_BIT); // Update and draw the screen currentScreen.update(Gdx.graphics.getDeltaTime()); currentScreen.draw(Gdx.graphics.getDeltaTime()); // Check if the current screen is done and set the next screen if return // null means that is not done nextScreen = currentScreen.nextScreen(); if (nextScreen != null) { // Dispose the resources of the current screen currentScreen.dispose(); // Set the next screen currentScreen = nextScreen; } } @Override public void resize(int width, int height) { if (currentScreen != null) currentScreen.resize(width, height); } @Override public void pause() { if (currentScreen != null) currentScreen.pause(); } @Override public void resume() { if (currentScreen != null) currentScreen.resume(); } }