Java tutorial
package com.barconr.games.marblegame; /* * Copyright 2011 Conor Byrne (conor@barconr.com) * * 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. */ import java.util.Iterator; import com.badlogic.gdx.ApplicationListener; import com.badlogic.gdx.graphics.Color; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.PerspectiveCamera; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.Texture.TextureFilter; import com.badlogic.gdx.graphics.VertexAttributes.Usage; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.badlogic.gdx.graphics.g3d.Material; import com.badlogic.gdx.graphics.g3d.Model; import com.badlogic.gdx.graphics.g3d.ModelBatch; import com.badlogic.gdx.graphics.g3d.ModelInstance; import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute; import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder; import com.badlogic.gdx.maps.MapLayer; import com.badlogic.gdx.maps.MapLayers; import com.badlogic.gdx.maps.MapObject; import com.badlogic.gdx.maps.MapObjects; import com.badlogic.gdx.maps.MapProperties; import com.badlogic.gdx.maps.tiled.TiledMap; import com.badlogic.gdx.maps.tiled.TiledMapTile; import com.badlogic.gdx.maps.tiled.TiledMapTileLayer; import com.badlogic.gdx.maps.tiled.TiledMapTileSet; import com.badlogic.gdx.maps.tiled.renderers.OrthogonalTiledMapRenderer; import com.badlogic.gdx.math.Matrix4; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.math.Vector3; import com.badlogic.gdx.physics.box2d.Body; import com.badlogic.gdx.physics.box2d.BodyDef; import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; import com.badlogic.gdx.physics.box2d.CircleShape; import com.badlogic.gdx.physics.box2d.Contact; import com.badlogic.gdx.physics.box2d.ContactImpulse; import com.badlogic.gdx.physics.box2d.ContactListener; import com.badlogic.gdx.physics.box2d.FixtureDef; import com.badlogic.gdx.physics.box2d.Manifold; import com.badlogic.gdx.physics.box2d.PolygonShape; import com.badlogic.gdx.physics.box2d.World; import com.badlogic.gdx.physics.box2d.BodyDef.BodyType; public class MarbleGameApp implements ApplicationListener { // Maze3Drenderer renderer3D; Maze2Drenderer renderer2D; Physics2D physics; private boolean render2D = true; Vector2 worldAccl; @Override public void create() { Assets.load(); physics = new Physics2D(); physics.createFixtures(Assets.mazemap); if (render2D) { renderer2D = new Maze2Drenderer(Assets.mazemap, physics); } else { renderer3D = new Maze3Drenderer(); } worldAccl = new Vector2(); //System.out.println("Test!!!!!!!!!!!"); } @Override public void render() { if (render2D) { physics.simulate(); renderer2D.render(); } else { //physics.simulate(); renderer3D.render(); } } @Override public void dispose() { // world.dispose(); // tilerender.dispose(); // batcher.dispose(); // Assets.dispose(); } @Override public void resize(int width, int height) { // camera.viewportWidth = width; // camera.viewportHeight = height; // camera.update(); } @Override public void pause() { dispose(); } @Override public void resume() { } }