Game Development Reference
In-Depth Information
@Override
public void update( float deltaTime) {
List < TouchEvent > touchEvents = game.getInput().getTouchEvents();
game.getInput().getKeyEvents();
int len = touchEvents.size();
for ( int i = 0; i < len; i++) {
TouchEvent event = touchEvents.get(i);
if (event.type == TouchEvent. TOUCH_UP ) {
if (event.x > 256 && event.y > 416 ) {
game.setScreen( new HelpScreen2(game));
if (Settings. soundEnabled )
Assets. click .play(1);
return ;
}
}
}
}
@Override
public void present( float deltaTime) {
Graphics g = game.getGraphics();
g.drawPixmap(Assets. background , 0, 0);
g.drawPixmap(Assets. help1 , 64, 100);
g.drawPixmap(Assets. buttons , 256, 416, 0, 64, 64, 64);
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void dispose() {
}
}
Again, very simple. We derive from Screen , and implement a proper constructor. Next, we have
our familiar update() method, which simply checks if the button at the bottom was pressed. If
that's the case, we play the click sound and transition to HelpScreen2 .
The present() method just renders the background again, followed by the help image and the
button.
The HelpScreen2 and HelpScreen3 classes look the same; the only difference is the help image
they draw and the screen to which they transition. We can agree that we don't have to look
at their code. On to the high-scores screen!
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