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);
touchPoint.set(event.x, event.y);
guiCam.touchToWorld(touchPoint);
if (event.type == TouchEvent. TOUCH _ UP ) {
if (OverlapTester. pointInRectangle (backBounds, touchPoint)) {
game.setScreen( new MainMenuScreen(game));
return ;
}
}
}
}
The update() method just checks whether the arrow button was pressed. If it was, it plays the
click sound and transitions back to the main menu screen.
@Override
public void present( float deltaTime) {
GL10 gl = glGraphics.getGL();
gl.glClear(GL10. GL _ COLOR _ BUFFER _ BIT );
guiCam.setViewportAndMatrices();
gl.glEnable(GL10. GL _ TEXTURE _ 2D );
batcher.beginBatch(Assets. background );
batcher.drawSprite(160, 240, 320, 480, Assets. backgroundRegion );
batcher.endBatch();
gl.glEnable(GL10. GL _ BLEND );
gl.glBlendFunc(GL10. GL _ SRC _ ALPHA , GL10. GL _ ONE _ MINUS _ SRC _ ALPHA );
batcher.beginBatch(Assets. items );
batcher.drawSprite(160, 360, 300, 33, Assets. highScoresRegion );
float y = 240;
for ( int i = 4; i >= 0; i--) {
Assets. font .drawText(batcher, highScores[i], xOffset, y);
y += Assets. font .glyphHeight;
}
batcher.drawSprite(32, 32, 64, 64, Assets. arrow );
batcher.endBatch();
gl.glDisable(GL10. GL _ BLEND );
}
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