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

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Here is the source code for net.dat.killemall.screens.WinScreen.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 com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;

// Skrm visas nr spelaren har avklarat alla fiendeniver. 
public class WinScreen implements Screen, InputProcessor {

    //Hmtar tillten strsta storlek fr hjd och bredd
    float x = Gdx.graphics.getWidth();
    float y = Gdx.graphics.getHeight();
    private int width, height;

    //Hmtar aktuell spritebatch
    private SpriteBatch spriteBatch;
    private Texture winScreenTexture;
    private Game KEAGame;

    //En konstruktor fr en GameScreen med koppling till aktuellt spel
    // krvs fr att kunna hnvisa korrekt mellan olika Screens i applikationen.
    public WinScreen(Game ga) {

        KEAGame = ga;

    }

    @Override
    public void render(float delta) {

        spriteBatch.begin();
        spriteBatch.draw(winScreenTexture, 0, 0, x, y);

        spriteBatch.end();

    }

    // 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;

    }

    @Override
    public void show() {
        //Hmtar aktuella sprites frn skapad spritebatch.
        spriteBatch = new SpriteBatch();
        winScreenTexture = new Texture(Gdx.files.internal("images/win.png"));

        // Fr att kunna hantera att spelaren rr p skrmen och koppla detta
        // Till handlingar stts en inputprocessor p denna Screen
        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

    }

    // Nr denna Screen verges r sumpas aktuell spritebatch.
    @Override
    public void dispose() {
        spriteBatch.dispose();
        winScreenTexture.dispose();

    }

    @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 touchDown(int x1, int y1, int pointer, int button) {
        // If-satsen 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
        //Main Menu
        if (x1 > (width / 2 - width / 6) && x1 < (width / 2 - width / 6) + width / 3
                && y1 > (y - ((height / 4) + height / 8)) && y1 < (y - (height / 4))) {
            KEAGame.setScreen(new MainMenuScreen(KEAGame));

        }

        return true;
    }

    @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;
    }

}