net.dat.killemall.screens.MainMenuScreen.java Source code

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Here is the source code for net.dat.killemall.screens.MainMenuScreen.java

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//   Copyright 2012 Anton Holm, Arez Arazu, Gustav Larsson
//
//   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 net.dat.killemall.screens;

import net.dat.killemall.KillEmAll;

import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.ClickListener;
import com.badlogic.gdx.scenes.scene2d.ui.Label;
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.ui.tablelayout.Table;

public class MainMenuScreen implements Screen, InputProcessor {

    private Game KEAGame;
    private Stage stage;
    private SpriteBatch spriteBatch;
    private Texture backgroundTexture;

    // Hmtar tillgnglig storlek fr skrmen.
    float x = Gdx.graphics.getWidth();
    float y = Gdx.graphics.getHeight();
    private int width, height;

    public MainMenuScreen(Game ga) {

        // Kopplar aktuell screen till applikationen.
        KEAGame = ga;

    }

    // Metod fr att rendera aktuell Screen.

    @Override
    public void render(float delta) {
        Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
        Gdx.gl.glClearColor(0.5f, 0.5f, 0.5f, 1);
        spriteBatch.begin();

        // Mlar ut bakgrundsbild.
        spriteBatch.draw(backgroundTexture, 0, 0, x, y);

        spriteBatch.end();

        // Mlar ut scen och aktrer.

    }

    // Om telefonen vrids t ngot hll eller om upplsningen
    // p annat vis frndras s ndras ven maximalt tilltna
    // storlek p innehll p skrmen. Hr frndras tabellens
    // storlek fr att ritas inne i skrmen korrekt.
    @Override
    public void resize(int width, int height) {
        this.width = width;
        this.height = height;
    }

    //Nr denna screen startas hmtas aktuell spritebatch upp
    @Override
    public void show() {

        spriteBatch = new SpriteBatch();
        backgroundTexture = new Texture(Gdx.files.internal("images/startgame.png"));

        Gdx.input.setInputProcessor(this);

    }

    @Override
    public void hide() {
        // TODO Auto-generated method stub

    }

    @Override
    public void pause() {
        // TODO Auto-generated method stub

    }

    @Override
    public void resume() {
        // TODO Auto-generated method stub

    }

    @Override
    public void dispose() {
        // TODO Auto-generated method stub

    }

    @Override
    public boolean touchDown(int x1, int y1, int pointer, int button) {

        // If-satserna avgr var p skrmen som spelaren trycker genom att rama in vissa pixlar i 
        //x-led och y-led, nr spelaren rr skrmen inom dessa byts skrmen till
        //spelskrmen respektive instruktionerna.
        if (x1 > (width / 2 - width / 10) && x1 < (width / 2 - width / 10) + width / 4
                && y1 > (y - (height / 2 - height / 20 + height / 8)) && y1 < (y - (height / 2 - height / 20))) {
            KEAGame.setScreen(new GameScreen(KEAGame));
        }

        if (x1 > (width / 2 - width / 8) && x1 < ((width / 2 - width / 8) + width / 3)
                && y1 > (y - (height / 4 + height / 8)) && y1 < (y - height / 4)) {
            System.out.println("instruction pushed!");

            KEAGame.setScreen(new InstructionScreen(KEAGame));
        }

        return true;

    }

    @Override
    public boolean keyDown(int keycode) {
        // TODO Auto-generated method stub
        return false;
    }

    @Override
    public boolean keyUp(int keycode) {
        // TODO Auto-generated method stub
        return false;
    }

    @Override
    public boolean keyTyped(char character) {
        // TODO Auto-generated method stub
        return false;
    }

    @Override
    public boolean touchUp(int x, int y, int pointer, int button) {
        // TODO Auto-generated method stub
        return false;
    }

    @Override
    public boolean touchDragged(int x, int y, int pointer) {
        // TODO Auto-generated method stub
        return false;
    }

    @Override
    public boolean touchMoved(int x, int y) {
        // TODO Auto-generated method stub
        return false;
    }

    @Override
    public boolean scrolled(int amount) {
        // TODO Auto-generated method stub
        return false;
    }

}