Java tutorial
/* * To change this license header, choose License Headers in Project Properties. * To change this template file, choose Tools | Templates * and open the template in the editor. */ package de.quadspot.beatnbrawl.screens; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.InputAdapter; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.scenes.scene2d.InputEvent; import com.badlogic.gdx.scenes.scene2d.InputListener; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; import com.badlogic.gdx.scenes.scene2d.ui.TextButton.TextButtonStyle; import com.badlogic.gdx.scenes.scene2d.utils.SpriteDrawable; import de.quadspot.beatnbrawl.beatnbrawl; //http://stackoverflow.com/questions/14675007/how-to-draw-smooth-text-in-libgdx /** * * @author herfi */ public class MainMenuScreen implements Screen { final beatnbrawl game; OrthographicCamera camera; private TextButton startGameButton; Stage stage; public MainMenuScreen(final beatnbrawl gam) { game = gam; stage = new Stage(); } @Override public void render(float f) { Gdx.gl.glClearColor(0, 0, 0.2f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); /* game.batch.setProjectionMatrix(camera.combined); game.batch.begin(); game.font.draw(game.batch, "Welcome to Turtles in Time!!! ", 100, 150); game.font.draw(game.batch, "Tap anywhere to begin!", 100, 100);*/ stage.act(); stage.draw(); //game.batch.end(); /* if (Gdx.input.isTouched()) { game.setScreen(new GameScreen(game)); dispose(); } */ } @Override public void resize(int i, int i1) { } @Override public void show() { Sprite sp = new Sprite(new Texture(Gdx.files.internal("button.png"))); sp.setBounds(Gdx.graphics.getWidth() / 2, Gdx.graphics.getHeight() / 2, 1000, 100); SpriteDrawable sprite = new SpriteDrawable(sp); TextButtonStyle style = new TextButtonStyle(sprite, sprite, sprite, game.font); startGameButton = new TextButton("Start game", style); startGameButton.setBounds(500, 500, 900, 400); startGameButton.addListener(new InputListener() { public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { game.setScreen(new GameScreen(game)); return true; // return true to indicate the event was handled } }); stage.addActor(startGameButton); Gdx.input.setInputProcessor(stage); } @Override public void hide() { } @Override public void pause() { } @Override public void resume() { } @Override public void dispose() { } }