Game Development Reference
In-Depth Information
private void presentRunning() {
GL10 gl = glGraphics.getGL();
guiCam.setViewportAndMatrices();
gl.glEnable(GL10. GL_BLEND );
gl.glBlendFunc(GL10. GL_SRC_ALPHA , GL10. GL_ONE_MINUS_SRC_ALPHA );
gl.glEnable(GL10. GL_TEXTURE_2D );
batcher.beginBatch(Assets. items );
batcher.drawSprite(480-32, 320-32, 64, 64, Assets. pauseButtonRegion );
Assets. font .drawText(batcher, scoreString, 10, 320-20);
if (Settings. touchEnabled ) {
batcher.drawSprite(32, 32, 64, 64, Assets. leftRegion );
batcher.drawSprite(96, 32, 64, 64, Assets. rightRegion );
}
batcher.drawSprite(480-40, 32, 64, 64, Assets. fireRegion );
batcher.endBatch();
gl.glDisable(GL10. GL_TEXTURE_2D );
gl.glDisable(GL10. GL_BLEND );
}
The presentRunning() method is also pretty straightforward. We render the scoreString first. If
touch input is enabled, we render the left and right movement buttons. Finally, we render the Fire
button and reset any OpenGL ES states we've changed (texturing and blending).
private void presentGameOver() {
GL10 gl = glGraphics.getGL();
guiCam.setViewportAndMatrices();
gl.glEnable(GL10. GL_BLEND );
gl.glBlendFunc(GL10. GL_SRC_ALPHA , GL10. GL_ONE_MINUS_SRC_ALPHA );
gl.glEnable(GL10. GL_TEXTURE_2D );
batcher.beginBatch(Assets. items );
batcher.drawSprite(240, 160, 128, 64, Assets. gameOverRegion );
Assets. font .drawText(batcher, scoreString, 10, 320-20);
batcher.endBatch();
gl.glDisable(GL10. GL_TEXTURE_2D );
gl.glDisable(GL10. GL_BLEND );
}
The presentGameOver() method is more of the sameā€”just some string and UI rendering.
@Override
public void pause() {
state = GAME_PAUSED ;
}
Finally, the pause() method simply puts the GameScreen into the paused state.
 
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