Game Development Reference
In-Depth Information
For more information about projections, check out the great article orthographic
versus perspective by Jeff Lamarche at http://iphonedevelopment.blogspot.
de/2009/04/opengl-es-from-ground-up-part-3.html .
The batch variable is of the class type SpriteBatch . This is where you send all your
drawing commands to LibGDX. Beyond the ability of this class to draw images, it is
also capable of optimizing the drawing performance under certain circumstances.
The texture variable is of the class type Texture . It holds a reference to the actual
image; the texture data that is stored in memory at runtime.
The sprite variable is of the class type Sprite . It is a complex data type that contains
lots of attributes to represent a graphical object that has a position in 2D space, width,
and height. It can also be rotated and scaled. Internally, it holds a reference to a
TextureRegion class that in turn is a means to cut out a certain portion of a texture.
Now that we have a basic knowledge of the involved data types, we can advance
to the implementation details of the ApplicationListener interface.
In the MyDemo class, the only methods containing code are create() , render() ,
and dispose() . The remaining three methods are left empty, which is just fine.
The create() method
The create() method contains the initialization code to prepare the application on
startup, as shown in the following code snippet:
@Override
public void create() {
float w = Gdx.graphics.getWidth();
float h = Gdx.graphics.getHeight();
camera = new OrthographicCamera(1, h/w);
batch = new SpriteBatch();
texture = new Texture(Gdx.files.internal("data/libgdx.png"));
texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
TextureRegion region =
newTextureRegion(texture, 0, 0, 512, 275);
sprite = new Sprite(region);
 
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