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 com.bss.game; 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.Texture; import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.badlogic.gdx.math.Rectangle; import com.badlogic.gdx.math.Vector3; import com.badlogic.gdx.utils.viewport.FitViewport; public class HelpScreen extends ScreenAdapter { MadFishing game; OrthographicCamera guiCam; Rectangle nextBounds; Vector3 touchPoint; Texture helpImage; TextureRegion helpRegion; FitViewport scaleVP; public HelpScreen(MadFishing game) { this.game = game; guiCam = new OrthographicCamera(480, 800); guiCam.position.set(480 / 2, 800 / 2, 0); scaleVP = new FitViewport(480, 800, guiCam); nextBounds = new Rectangle(480 - 150, 100, 150, 100); touchPoint = new Vector3(); helpImage = Assets.loadTexture("help.png"); helpRegion = new TextureRegion(helpImage, 0, 0, 480, 800); } public void update() { if (Gdx.input.justTouched()) { scaleVP.unproject(touchPoint.set(Gdx.input.getX(), Gdx.input.getY(), 0)); if (nextBounds.contains(touchPoint.x, touchPoint.y)) { Assets.playSound(Assets.clickSound); game.setScreen(new HelpScreen2(game)); } } } public void draw() { GL20 gl = Gdx.gl; gl.glClear(GL20.GL_COLOR_BUFFER_BIT); guiCam.update(); guiCam.update(); game.batcher.setProjectionMatrix(guiCam.combined); game.batcher.disableBlending(); game.batcher.begin(); game.batcher.draw(helpRegion, 0, 0, 480, 800); game.batcher.end(); game.batcher.enableBlending(); game.batcher.begin(); game.batcher.draw(Assets.arrow, 480, 100, -150, 100); game.batcher.end(); } @Override public void render(float delta) { draw(); update(); } @Override public void hide() { helpImage.dispose(); } @Override public void resize(int width, int height) { scaleVP.update(width, height); } }