Java tutorial
/******************************************************************************* * Copyright (C) 2014 Rodrigo Troncoso * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU Affero General Public License as * published by the Free Software Foundation, either version 3 of the * License, or (at your option) any later version. * * This program 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 Affero General Public License for more details. * * You should have received a copy of the GNU Affero General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. *******************************************************************************/ package com.mob.client; import com.badlogic.gdx.ApplicationListener; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.mob.client.handlers.AssetsHandler; import com.mob.client.handlers.ScreenHandler; public class Game implements ApplicationListener { public static final String GAME_GRAPHICS_PATH = "data/graficos/"; public static final String GAME_FONTS_PATH = "data/fonts/"; public static final String GAME_MAPS_PATH = "data/mapas/"; public static final String GAME_INIT_PATH = "data/init/"; public static final String GAME_SHADERS_PATH = "data/shaders/"; public static final String GAME_GRAPHICS_EXTENSION = ".png"; public static final String GAME_SHADERS_LIGHT = "light.png"; public static final int GAME_SCREEN_WIDTH = 1280; public static final int GAME_SCREEN_HEIGHT = 720; public static final float GAME_SCREEN_ZOOM = 1.0f; public static final boolean GAME_FULL_SCREEN = false; public static final boolean GAME_VSYNC_ENABLED = true; protected SpriteBatch spriteBatch; @Override public void create() { // Init spritebatch this.spriteBatch = new SpriteBatch(); // Load resources AssetsHandler.load(); // Set ScreenHandler Game instance to this and load GameScreen ScreenHandler.setGameInstance(this); ScreenHandler.load("GameScreen"); } @Override public void render() { GL20 gl = Gdx.gl; gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); gl.glClear(GL20.GL_COLOR_BUFFER_BIT); if (ScreenHandler.getCurrent() != null) { ScreenHandler.getCurrent().render(Gdx.graphics.getDeltaTime()); } } @Override public void dispose() { if (ScreenHandler.getCurrent() != null) { ScreenHandler.getCurrent().dispose(); } } @Override public void pause() { if (ScreenHandler.getCurrent() != null) { ScreenHandler.getCurrent().pause(); } } @Override public void resize(int arg0, int arg1) { if (ScreenHandler.getCurrent() != null) { ScreenHandler.getCurrent().resize(arg0, arg1); } } @Override public void resume() { if (ScreenHandler.getCurrent() != null) { ScreenHandler.getCurrent().resume(); } } /** * @return the spriteBatch */ public SpriteBatch getSpriteBatch() { return spriteBatch; } /** * @param spriteBatch the spriteBatch to set */ public void setSpriteBatch(SpriteBatch spriteBatch) { this.spriteBatch = spriteBatch; } }