Game Development Reference
In-Depth Information
public MySuperAwesomeStartScreen(Game game) {
super (game);
awesomePic = game.getGraphics().newPixmap("data/pic.png",
PixmapFormat. RGB565 );
}
@Override
public void update( float deltaTime) {
x += 1;
if (x > 100)
x = 0;
}
@Override
public void present( float deltaTime) {
game.getGraphics().clear(0);
game.getGraphics().drawPixmap(awesomePic, x, 0, 0, 0,
awesomePic.getWidth(), awesomePic.getHeight());
}
@Override
public void pause() {
// nothing to do here
}
@Override
public void resume() {
// nothing to do here
}
@Override
public void dispose() {
awesomePic.dispose();
}
}
Let's see what this class, in combination with the MySuperAwesomeGame class, will do:
1.
When the MySuperAwesomeGame class is created, it will set up the
window, the UI component to which we render and from which we
receive events, the callbacks to receive window and input events,
and the main loop thread. Finally, it will call its own
MySuperAwesomeGame.getStartScreen() method, which will return an
instance of the MySuperAwesomeStartScreen() class.
2.
In the MySuperAwesomeStartScreen constructor, we load a bitmap from
disk and store it in a member variable. This completes our screen setup,
and the control is handed back to the MySuperAwesomeGame class.
3.
The main loop thread will now constantly call the
MySuperAwesomeStartScreen.update() and MySuperAwesomeStartScreen
.present() methods of the instance we just created.
Search WWH ::




Custom Search