Java tutorial
/* Copyright (c) 2014 PixelScientists * * The MIT License (MIT) * * Permission is hereby granted, free of charge, to any person obtaining a copy of * this software and associated documentation files (the "Software"), to deal in * the Software without restriction, including without limitation the rights to * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of * the Software, and to permit persons to whom the Software is furnished to do so, * subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ package uk.co.lemmily.game; import java.util.Random; import aurelienribon.tweenengine.Tween; import aurelienribon.tweenengine.TweenManager; import com.badlogic.gdx.Application; import com.badlogic.gdx.ApplicationListener; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.assets.AssetManager; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g3d.ModelBatch; import com.badlogic.gdx.math.Matrix4; import com.badlogic.gdx.scenes.scene2d.Actor; import com.badlogic.gdx.utils.Logger; import uk.co.lemmily.game.splash.SplashScreen; import uk.co.lemmily.game.tween.ActorAccessor; import uk.co.lemmily.game.ui.UIMananager; /** * This is the main class of the game itself. It offers access to the * {@link Game}, {@link SpriteBatch}, {@link AssetManager} and {@link Logger} * instances and delegates everything to the {@link Game}. * * @author Daniel Holderbaum */ public class LibgdxUtils implements ApplicationListener { /** * This is the {@link Logger} which will be used throughout the whole * application. */ public static final Logger logger = new Logger("LibGDX Utils"); /** * The {@link Game} is public and can be accessed to switch the * {@link Screen}s. */ public static final Game game = new Game() { @Override public void create() { setScreen(new SplashScreen()); } }; /** * The only {@link AssetManager} which is responsible for the whole game. */ public static final AssetManager assets = new AssetManager(); public static final Random random = new Random(); public static SpriteBatch spriteBatch; public static ModelBatch modelBatch; public static TweenManager tweenManager; private UIMananager uiManager; @Override public void create() { try { logger.setLevel(Logger.DEBUG); Gdx.app.setLogLevel(Application.LOG_DEBUG); Texture.setAssetManager(assets); spriteBatch = new SpriteBatch(); // spriteBatch.setProjectionMatrix(new Matrix4().setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight())); modelBatch = new ModelBatch(); tweenManager = new TweenManager(); Tween.registerAccessor(Actor.class, new ActorAccessor()); game.create(); } catch (Exception e) { logger.error(e.getMessage(), e); Gdx.app.exit(); } } @Override public void resume() { try { game.resume(); } catch (Exception e) { logger.error(e.getMessage(), e); Gdx.app.exit(); } } @Override public void render() { try { tweenManager.update(Gdx.graphics.getDeltaTime()); game.render(); } catch (Exception e) { logger.error(e.getMessage(), e); Gdx.app.exit(); } } @Override public void resize(int width, int height) { try { game.resize(width, height); } catch (Exception e) { logger.error(e.getMessage(), e); Gdx.app.exit(); } } @Override public void pause() { try { game.pause(); } catch (Exception e) { logger.error(e.getMessage(), e); Gdx.app.exit(); } } @Override public void dispose() { game.dispose(); assets.dispose(); if (spriteBatch != null) { spriteBatch.dispose(); } if (modelBatch != null) { modelBatch.dispose(); } } public UIMananager getUIelement() { return uiManager; } }