Game Development Reference
In-Depth Information
private void drawPausedUI() {
Graphics g = game.getGraphics();
g.drawPixmap(Assets. pause , 80, 100);
g.drawLine(0, 416, 480, 416, Color. BLACK );
}
private void drawGameOverUI() {
Graphics g = game.getGraphics();
g.drawPixmap(Assets. gameOver , 62, 100);
g.drawPixmap(Assets. buttons , 128, 200, 0, 128, 64, 64);
g.drawLine(0, 416, 480, 416, Color. BLACK );
}
public void drawText(Graphics g, String line, int x, int y) {
int len = line.length();
for ( int i = 0; i < len; i++) {
char character = line.charAt(i);
if (character == ' ') {
x += 20;
continue ;
}
int srcX = 0;
int srcWidth = 0;
if (character == '.') {
srcX = 200;
srcWidth = 10;
} else {
srcX = (character - '0') * 20;
srcWidth = 20;
}
g.drawPixmap(Assets. numbers , x, y, srcX, 0, srcWidth, 32);
x += srcWidth;
}
}
The methods drawReadUI() , drawRunningUI() , drawPausedUI() , and drawGameOverUI() are
nothing new. They perform the same old UI rendering as always, based on the coordinates
shown Figure 6-8 . The drawText() method is the same as the one in HighscoreScreen , so we
won't discuss that one either.
@Override
public void pause() {
if (state == GameState. Running )
state = GameState. Paused ;
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