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.me.mygdxgame; 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.Texture; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.badlogic.gdx.math.Rectangle; import com.badlogic.gdx.math.Vector3; public class HelpScreen3 implements Screen { Game game; OrthographicCamera guiCam; SpriteBatch batcher; Rectangle nextBounds; Vector3 touchPoint; Texture helpImage; TextureRegion helpRegion; public HelpScreen3(Game game) { this.game = game; guiCam = new OrthographicCamera(320, 480); guiCam.position.set(320 / 2, 480 / 2, 0); nextBounds = new Rectangle(320 - 64, 0, 64, 64); touchPoint = new Vector3(); batcher = new SpriteBatch(); helpImage = Assets.loadTexture("data/help3.png"); helpRegion = new TextureRegion(helpImage, 0, 0, 320, 480); } public void update(float deltaTime) { if (Gdx.input.justTouched()) { guiCam.unproject(touchPoint.set(Gdx.input.getX(), Gdx.input.getY(), 0)); if (OverlapTester.pointInRectangle(nextBounds, touchPoint.x, touchPoint.y)) { Assets.playSound(Assets.clickSound); game.setScreen(new HelpScreen4(game)); return; } } } public void draw(float deltaTime) { GLCommon gl = Gdx.gl; gl.glClear(GL10.GL_COLOR_BUFFER_BIT); guiCam.update(); batcher.setProjectionMatrix(guiCam.combined); batcher.disableBlending(); batcher.begin(); batcher.draw(helpRegion, 0, 0, 320, 480); batcher.end(); batcher.enableBlending(); batcher.begin(); batcher.draw(Assets.arrow, 320, 0, -64, 64); batcher.end(); gl.glDisable(GL10.GL_BLEND); } @Override public void render(float delta) { update(delta); draw(delta); } @Override public void resize(int width, int height) { } @Override public void show() { } @Override public void hide() { } @Override public void pause() { helpImage.dispose(); } @Override public void resume() { } @Override public void dispose() { } }