refactor!: Created BaseScreen and BaseGame
the game runs now, still kinda broken Entity was redundant of Actor
This commit is contained in:
parent
38e5ed9bc7
commit
9bc8b487ae
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@ -1,86 +1,18 @@
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package sagittarius;
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import java.util.ArrayList;
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import java.util.Iterator;
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import com.badlogic.gdx.Game;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.math.Vector2;
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import com.badlogic.gdx.math.Vector3;
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import sagittarius.view.*;
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import sagittarius.model.*;
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public class SagittariusGame extends Game {
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public class SagittariusGame extends BaseGame {
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// ---------- ATTRIBUTEs ----------
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// ---------- CONSTANTs ----------
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// Constants
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static final int G = 100;
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// Vectors
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static Vector2 screenCursor;
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static Vector2 worldCursor;
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// Entities
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static ArrayList<Planet> planetList;
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static ArrayList<Moon> moonList;
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static ArrayList<Player> playerList;
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static ArrayList<Arrow> arrowList;
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// TODO : fix this shit, too many for loops
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public static final float G = 100;
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// ---------- METHODs ----------
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@Override
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public void create() {
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setScreen(new StartScreen(this));
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planetList = new ArrayList<Planet>();
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planetList.add( new Planet(new Vector2(400, 400), 1000, 50) );
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planetList.add( new Planet(new Vector2(1400, 700), 1000, 100, Color.CYAN) );
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moonList = new ArrayList<Moon>();
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moonList.add( new Moon(planetList.get(1), 100, 20, 300) );
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playerList = new ArrayList<Player>();
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playerList.add( new Player(planetList.get(0)) );
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// playerList.add( new Player(planetList.get(1)) );
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arrowList = new ArrayList<Arrow>();
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}
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/**
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* Main update loop.
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*
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* @param deltaTime time elapsed between 2 frames.
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*/
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static void update(float deltaTime) {
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// cursors
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screenCursor = new Vector2(Gdx.input.getX(), Gdx.input.getY());
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Vector3 unprojectedCursor = GameScreen.camera.unproject(new Vector3(screenCursor, 0));
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worldCursor = new Vector2(unprojectedCursor.x, unprojectedCursor.y);
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// players
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for (Player player : playerList) {
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player.update(deltaTime);
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}
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// moons
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for (Moon moon : moonList) {
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moon.update(deltaTime);
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}
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// arrows
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for (Iterator<Arrow> it = arrowList.iterator(); it.hasNext(); ) {
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Arrow arrow = it.next();
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arrow.update(deltaTime);
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if (arrow.TTL <= 0) {
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it.remove();
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}
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}
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this.setScreen(new StartScreen());
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}
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}
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@ -6,8 +6,11 @@ import com.badlogic.gdx.graphics.g2d.Batch;
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import com.badlogic.gdx.graphics.g2d.BitmapFont;
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import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
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import com.badlogic.gdx.math.Vector2;
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import com.badlogic.gdx.scenes.scene2d.Actor;
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public class Arrow extends Entity {
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import sagittarius.Sagittarius;
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public class Arrow extends Actor {
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// ---------- ATTRIBUTEs ----------
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@ -32,7 +35,8 @@ public class Arrow extends Entity {
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* @param shooter Bow's shooter.
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*/
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Arrow(float angle, float power, Player shooter) {
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super(shooter.position, 1);
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super();
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this.setPosition(shooter.getX(), shooter.getY());
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this.velocity = new Vector2(power, 0).setAngleDeg(angle);
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this.acceleration = new Vector2();
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this.force = computeForce();
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@ -47,14 +51,14 @@ public class Arrow extends Entity {
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*/
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private Vector2 computeForce() {
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Vector2 force = new Vector2();
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for (Planet attractor : SagittariusGame.planetList) {
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for (Planet attractor : Sagittarius.planetList) {
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Vector2 diff = attractor.position.cpy().sub(this.position);
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Vector2 attraction = diff.scl( SagittariusGame.G * attractor.mass / diff.len2() );
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Vector2 attraction = diff.scl( Sagittarius.G * attractor.mass / diff.len2() );
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force.add(attraction);
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}
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for (Moon attractor : SagittariusGame.moonList) {
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for (Moon attractor : Sagittarius.moonList) {
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Vector2 diff = attractor.position.cpy().sub(this.position);
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Vector2 attraction = diff.scl( SagittariusGame.G * attractor.mass / diff.len2() );
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Vector2 attraction = diff.scl( Sagittarius.G * attractor.mass / diff.len2() );
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force.add(attraction);
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}
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return force;
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@ -64,14 +68,14 @@ public class Arrow extends Entity {
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* Verify whether or not the Arrow contacts an Entity.
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*/
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private void verifyActivity() {
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for (Planet planet : SagittariusGame.planetList) {
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for (Planet planet : Sagittarius.planetList) {
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if (this.distanceTo(planet) < planet.getRadius()) {
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this.active = false;
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this.crash = planet;
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this.offset = this.position.cpy().sub(planet.position);
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}
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}
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for (Moon moon : SagittariusGame.moonList) {
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for (Moon moon : Sagittarius.moonList) {
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if (this.distanceTo(moon) < moon.getRadius()) {
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this.active = false;
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this.crash = moon;
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@ -5,10 +5,11 @@ import com.badlogic.gdx.Input.Buttons;
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import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
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import com.badlogic.gdx.math.MathUtils;
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import com.badlogic.gdx.math.Vector2;
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import com.badlogic.gdx.scenes.scene2d.Actor;
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import sagittarius.SagittariusGame;
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import sagittarius.Sagittarius;
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class Bow {
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class Bow extends Actor {
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// ---------- ATTRIBUTEs ----------
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@ -25,27 +26,23 @@ class Bow {
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// ---------- CONSTRUCTORs ----------
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Bow(Player shooter, boolean aimAssist) {
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super();
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this.shooter = shooter;
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this.aimAssist = aimAssist;
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}
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// ---------- METHODs ----------
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/**
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* Updates the physical attributes of the Bow,
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* wich are later used to generate an Arrow.
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*
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* @param deltaTime time elapsed between 2 frames.
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*/
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void update(double deltaTime) {
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@Override
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public void act(float deltaTime) {
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if (Gdx.input.isButtonJustPressed(Buttons.LEFT) && !pressed) {
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this.anchor = SagittariusGame.worldCursor.cpy();
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this.anchor = Sagittarius.worldCursor.cpy();
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pressed = true;
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} else if (Gdx.input.isButtonPressed(Buttons.LEFT) && pressed) {
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computeArrow();
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} else if (pressed) {
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SagittariusGame.arrowList.add(getArrow());
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Sagittarius.arrowList.add(getArrow());
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pressed = false;
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}
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@ -65,14 +62,14 @@ class Bow {
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* to the Arrow's constructor.
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*/
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private void computeArrow() {
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aim = this.anchor.cpy().sub(SagittariusGame.worldCursor);
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aim = this.anchor.cpy().sub(Sagittarius.worldCursor);
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angle = aim.angleDeg();
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power = MathUtils.clamp(aim.len(), 0, 1000);
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}
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void render(ShapeRenderer shapeRenderer) {
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if (pressed) {
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shapeRenderer.line(this.anchor, SagittariusGame.worldCursor);
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shapeRenderer.line(this.anchor, Sagittarius.worldCursor);
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if (aimAssist) {
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float[] traj = Arrow.traj(angle, power, shooter, 400, 0.05f);
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if (traj.length > 2) {
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@ -1,37 +0,0 @@
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package sagittarius.model;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.math.Vector2;
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abstract class Entity {
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// ---------- ATTRIBUTEs ----------
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protected Vector2 position;
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protected float mass = 1.0f;
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protected float angle;
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protected Color color = Color.WHITE;
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// ---------- CONSTRUCTORs ----------
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// TODO : reorganize all constructors
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protected Entity(Vector2 position, float mass) {
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this.position = position.cpy();
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this.mass = mass;
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}
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// ---------- METHODs ----------
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/**
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* Returns the euclidian distance to another entity.
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*
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* @param entity the other Entity whose distance we wish to evaluate.
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* @return distance to Entity.
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*/
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float distanceTo(Entity entity) {
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return this.position.cpy().sub(entity.position).len();
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}
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}
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// ---------- ATTRIBUTEs ----------
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private BitmapFont fontDebug;
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private BitmapFont fontDebug = new BitmapFont();
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private float radius;
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private float mass;
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return this.radius;
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}
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}
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@ -1,13 +1,10 @@
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package sagittarius.model;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.Input.Keys;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.g2d.Batch;
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import com.badlogic.gdx.graphics.g2d.BitmapFont;
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import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
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import com.badlogic.gdx.math.MathUtils;
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import com.badlogic.gdx.math.Vector2;
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import com.badlogic.gdx.scenes.scene2d.Actor;
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public class Player extends Actor {
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private Planet home;
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private Bow bow;
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private BitmapFont fontDebug;
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private BitmapFont fontDebug = new BitmapFont();
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// ---------- CONSTRUCTORs ----------
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this.setColor(color);
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this.setOrigin(25, 50);
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this.home = home;
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this.bow = new Bow(this, true);
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//this.bow = new Bow(this, true);
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}
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// ---------- METHODs ----------
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this.setX(home.getX() + this.home.getRadius()*MathUtils.cosDeg(this.getRotation()));
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this.setY(home.getY() + this.home.getRadius()*MathUtils.cosDeg(this.getRotation()));
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this.bow.act(deltaTime);
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//this.bow.act(deltaTime);
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}
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/**
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16
core/src/sagittarius/view/BaseGame.java
Normal file
16
core/src/sagittarius/view/BaseGame.java
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package sagittarius.view;
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import com.badlogic.gdx.Game;
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public abstract class BaseGame extends Game {
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private static BaseGame game;
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public BaseGame() {
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game = this;
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}
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public static void setActiveScreen(BaseScreen s) {
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game.setScreen(s);
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}
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}
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core/src/sagittarius/view/BaseScreen.java
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52
core/src/sagittarius/view/BaseScreen.java
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package sagittarius.view;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.GL20;
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import com.badlogic.gdx.scenes.scene2d.Stage;
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import com.badlogic.gdx.Screen;
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public abstract class BaseScreen implements Screen {
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protected Stage mainStage;
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protected Stage uiStage;
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public BaseScreen() {
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mainStage = new Stage();
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uiStage = new Stage();
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initialize();
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}
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public abstract void initialize();
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public abstract void update(float dt);
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@Override
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public void render(float dt) {
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// update actors
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uiStage.act(dt);
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mainStage.act(dt);
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// update
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update(dt);
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// clear screen
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Gdx.gl.glClearColor(0,0,0,1);
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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// draw actors on screnn
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mainStage.draw();
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uiStage.draw();
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}
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@Override public void dispose() {
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uiStage.dispose();
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mainStage.dispose();
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}
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// methods required by Screen interface
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@Override public void resize(int width, int height) {}
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@Override public void pause() {}
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@Override public void resume(){}
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@Override public void show() {}
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@Override public void hide() {}
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}
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@ -1,146 +1,38 @@
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package sagittarius.view;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.ScreenAdapter;
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import com.badlogic.gdx.graphics.Camera;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.GL20;
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import com.badlogic.gdx.graphics.OrthographicCamera;
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import com.badlogic.gdx.graphics.g2d.BitmapFont;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
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import com.badlogic.gdx.utils.viewport.FitViewport;
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import com.badlogic.gdx.utils.viewport.Viewport;
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import com.badlogic.gdx.math.Vector2;
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import com.badlogic.gdx.scenes.scene2d.Stage;
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class GameScreen extends ScreenAdapter {
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import sagittarius.model.*;
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// ---------- ATTRIBUTES ----------
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public class GameScreen extends BaseScreen {
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// screen size
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static final int WIDTH = 1920;
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static final int HEIGHT = 1080;
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// ---------- ATTRIBUTEs ----------
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// drawing stuff
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private SpriteBatch batch;
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private ShapeRenderer shapeRenderer;
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private BitmapFont font;
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// Constants
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public static final int G = 100;
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// camera stuff
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static Viewport viewport; // TODO : useless ?
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protected static Camera camera;
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// TODO: categorize better ?
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private HUD hud = new HUD();
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// ---------- METHODS ----------
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private void clearScreen() {
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Gdx.gl.glClearColor(Color.BLACK.r, Color.BLACK.g, Color.BLACK.b, Color.BLACK.a);
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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}
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private void update(float deltaTime) {
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SagittariusGame.update(deltaTime);
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hud.update();
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camera.position.set(WIDTH / 2, HEIGHT / 2, 0);
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camera.update();
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}
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// ---------- METHODs ----------
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@Override
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public void render(float deltaTime) {
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public void initialize() {
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update(deltaTime);
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mainStage = new Stage();
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clearScreen();
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Planet planet1 = new Planet(new Vector2(400, 400), 1000, 200, Color.WHITE);
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planet1.setDebug(true);
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mainStage.addActor(planet1);
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// ---------- batch ----------
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batch.setProjectionMatrix(camera.projection);
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batch.setTransformMatrix(camera.view);
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batch.begin();
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// planets
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for (Planet planet : SagittariusGame.planetList) {
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planet.renderDebug(batch, font);
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}
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// moons
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for (Moon moon : SagittariusGame.moonList) {
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moon.renderDebug(batch, font);
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}
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// players
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for (Player player : SagittariusGame.playerList) {
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player.renderDebug(batch, font);
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}
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// arrows
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for (Arrow arrow : SagittariusGame.arrowList) {
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arrow.renderDebug(batch, font);
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}
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batch.end();
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// ---------- shapeRenderer ----------
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shapeRenderer.setProjectionMatrix(camera.combined);
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shapeRenderer.begin(ShapeRenderer.ShapeType.Line);
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// planets
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for (Planet planet : SagittariusGame.planetList) {
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planet.render(shapeRenderer);
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}
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// players
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for (Player player : SagittariusGame.playerList) {
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player.render(shapeRenderer);
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}
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// arrows
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for (Arrow arrow : SagittariusGame.arrowList) {
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arrow.render(shapeRenderer);
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}
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// moons
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for (Moon moon : SagittariusGame.moonList) {
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moon.render(shapeRenderer);
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}
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// float[] vertices = {100, 100, 200, 200, 1000, 500};
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// shapeRenderer.polyline(vertices);
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shapeRenderer.end();
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// HUD
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hud.render();
|
||||
Player player1 = new Player(planet1, Color.WHITE);
|
||||
player1.setDebug(true);
|
||||
mainStage.addActor(player1);
|
||||
|
||||
}
|
||||
|
||||
@Override
|
||||
public void show() {
|
||||
camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
|
||||
camera.position.set(WIDTH / 2, HEIGHT / 2, 0);
|
||||
camera.update();
|
||||
|
||||
viewport = new FitViewport(WIDTH, HEIGHT, camera);
|
||||
|
||||
shapeRenderer = new ShapeRenderer();
|
||||
batch = new SpriteBatch();
|
||||
font = new BitmapFont();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void resize(int width, int height) {
|
||||
viewport.update(width, height);
|
||||
camera.update();
|
||||
batch.setProjectionMatrix(camera.combined);
|
||||
shapeRenderer.setProjectionMatrix(camera.combined);
|
||||
hud.resize();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void dispose() {
|
||||
batch.dispose();
|
||||
font.dispose();
|
||||
shapeRenderer.dispose();
|
||||
public void update(float dt) {
|
||||
// todo ?
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -1,46 +1,38 @@
|
|||
package sagittarius.view;
|
||||
|
||||
import com.badlogic.gdx.Game;
|
||||
import com.badlogic.gdx.Gdx;
|
||||
import com.badlogic.gdx.ScreenAdapter;
|
||||
import com.badlogic.gdx.scenes.scene2d.InputEvent;
|
||||
import com.badlogic.gdx.scenes.scene2d.Stage;
|
||||
import com.badlogic.gdx.scenes.scene2d.utils.ActorGestureListener;
|
||||
import com.badlogic.gdx.utils.viewport.FitViewport;
|
||||
import com.kotcrab.vis.ui.VisUI;
|
||||
import com.kotcrab.vis.ui.widget.VisTable;
|
||||
import com.kotcrab.vis.ui.widget.VisTextButton;
|
||||
|
||||
public class StartScreen extends ScreenAdapter {
|
||||
import sagittarius.SagittariusGame;
|
||||
|
||||
private static final float WORLD_WIDTH = 1600;
|
||||
private static final float WORLD_HEIGHT = 900;
|
||||
public class StartScreen extends BaseScreen {
|
||||
|
||||
private final Game game;
|
||||
private Stage stage;
|
||||
@Override
|
||||
public void initialize() {
|
||||
|
||||
public StartScreen(Game game) {
|
||||
this.game = game;
|
||||
}
|
||||
|
||||
public void show() {
|
||||
stage = new Stage(new FitViewport(WORLD_WIDTH, WORLD_HEIGHT));
|
||||
Gdx.input.setInputProcessor(stage);
|
||||
Gdx.input.setInputProcessor(mainStage);
|
||||
|
||||
// Table creation
|
||||
VisUI.load();
|
||||
VisTable root = new VisTable(true);
|
||||
root.setFillParent(true);
|
||||
stage.addActor(root);
|
||||
VisTable table = new VisTable(true);
|
||||
table.setFillParent(true);
|
||||
mainStage.addActor(table);
|
||||
|
||||
// Start Button
|
||||
VisTextButton startButton = new VisTextButton("start");
|
||||
startButton.addListener(new ActorGestureListener() {
|
||||
@Override
|
||||
public void tap(InputEvent event, float x, float y, int count, int button) {
|
||||
super.tap(event, x, y, count, button);
|
||||
game.setScreen(new GameScreen());
|
||||
SagittariusGame.setActiveScreen( new GameScreen() );
|
||||
}
|
||||
});
|
||||
|
||||
// Quit button
|
||||
VisTextButton quitButton = new VisTextButton("quit");
|
||||
quitButton.addListener(new ActorGestureListener() {
|
||||
@Override
|
||||
|
@ -50,25 +42,25 @@ public class StartScreen extends ScreenAdapter {
|
|||
}
|
||||
});
|
||||
|
||||
root.add(startButton);
|
||||
root.row();
|
||||
root.add(quitButton);
|
||||
root.row();
|
||||
// Table structure
|
||||
table.add(startButton);
|
||||
table.row();
|
||||
table.add(quitButton);
|
||||
table.row();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void update(float deltaTime) {
|
||||
//
|
||||
}
|
||||
|
||||
public void resize(int width, int height) {
|
||||
stage.getViewport().update(width, height, true);
|
||||
}
|
||||
|
||||
public void render(float deltaTime) {
|
||||
stage.act(deltaTime);
|
||||
stage.draw();
|
||||
mainStage.getViewport().update(width, height, true);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void dispose() {
|
||||
VisUI.dispose();
|
||||
stage.dispose();
|
||||
super.dispose();
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue