Java tutorial
/* * Copyright (C) 2016 Christian DeTamble * * This file is part of Jewel Thief. * * Jewel Thief 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. * * Jewel Thief 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 Jewel Thief. If not, see <http://www.gnu.org/licenses/>. */ package at.therefactory.jewelthief.screens; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.ScreenAdapter; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.glutils.ShapeRenderer; import com.badlogic.gdx.utils.viewport.FitViewport; import at.therefactory.jewelthief.Game; import at.therefactory.jewelthief.actors.Player; import at.therefactory.jewelthief.input.GameScreenInputAdapter; import at.therefactory.jewelthief.ui.Hud; public class GameScreen extends ScreenAdapter { private final FitViewport viewport; private final OrthographicCamera camera; private final SpriteBatch batch; private final ShapeRenderer shapeRenderer; private final Hud hud; private final Game game; public GameScreen(SpriteBatch batch, ShapeRenderer shapeRenderer, FitViewport viewport, OrthographicCamera camera) { this.batch = batch; this.shapeRenderer = shapeRenderer; this.viewport = viewport; this.camera = camera; Player player = new Player(); game = new Game(player); hud = new Hud(game); } @Override public void show() { super.show(); hud.show(); game.show(); Gdx.input.setInputProcessor(new GameScreenInputAdapter(game, viewport, hud)); } @Override public void hide() { super.hide(); game.pause(); game.showGetReady(); } @Override public void pause() { super.pause(); game.pause(); game.showGetReady(); } @Override public void render(float delta) { // clear the screen Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // simulate world update(); // render shapes shapeRenderer.setProjectionMatrix(camera.combined); shapeRenderer.begin(ShapeRenderer.ShapeType.Filled); hud.render(shapeRenderer); game.render(); shapeRenderer.end(); // render sprites/fonts batch.setProjectionMatrix(camera.combined); batch.begin(); hud.render(batch); game.render(batch, delta); batch.end(); // render shapes for dialogs shapeRenderer.setProjectionMatrix(camera.combined); shapeRenderer.begin(ShapeRenderer.ShapeType.Filled); hud.postRender(shapeRenderer); game.postRender(shapeRenderer); shapeRenderer.end(); // render sprites/fonts for dialogs batch.setProjectionMatrix(camera.combined); batch.begin(); hud.postRender(batch); game.postRender(batch); batch.end(); // if (DEBUG_MODE) { // shapeRenderer.setProjectionMatrix(camera.combined); // game.debug(shapeRenderer); // batch.setProjectionMatrix(camera.combined); // game.debug(batch); // } } private void update() { game.update(); } @Override public void resize(int width, int height) { viewport.update(width, height); } public void resetGame() { game.resetGame(); } @Override public void dispose() { super.dispose(); game.dispose(); } }