Change main application behavior
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@ -3,53 +3,40 @@ package com.annimon.influencexxii;
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import com.badlogic.gdx.ApplicationListener;
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import com.badlogic.gdx.ApplicationListener;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.GL10;
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import com.badlogic.gdx.graphics.GL10;
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import com.badlogic.gdx.graphics.OrthographicCamera;
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import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
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import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.graphics.Texture.TextureFilter;
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import com.badlogic.gdx.graphics.g2d.Sprite;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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import com.badlogic.gdx.graphics.g2d.TextureRegion;
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public class InfluenceXXII implements ApplicationListener {
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public class InfluenceXXII implements ApplicationListener {
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private OrthographicCamera camera;
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private SpriteBatch batch;
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private EnemiesController enemies;
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private Texture texture;
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private ShapeRenderer renderer;
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private Sprite sprite;
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@Override
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@Override
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public void create() {
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public void create() {
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float w = Gdx.graphics.getWidth();
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float width = Gdx.graphics.getWidth();
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float h = Gdx.graphics.getHeight();
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float height = Gdx.graphics.getHeight();
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camera = new OrthographicCamera(1, h/w);
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renderer = new ShapeRenderer();
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batch = new SpriteBatch();
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texture = new Texture(Gdx.files.internal("data/libgdx.png"));
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enemies = new EnemiesController();
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texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
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enemies.setScreenParameters((int) width, (int) height);
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for (int i = 0; i < 5; i++) {
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TextureRegion region = new TextureRegion(texture, 0, 0, 512, 275);
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enemies.addEnemy();
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}
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sprite = new Sprite(region);
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sprite.setSize(0.9f, 0.9f * sprite.getHeight() / sprite.getWidth());
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sprite.setOrigin(sprite.getWidth()/2, sprite.getHeight()/2);
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sprite.setPosition(-sprite.getWidth()/2, -sprite.getHeight()/2);
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}
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}
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@Override
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@Override
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public void dispose() {
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public void dispose() {
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batch.dispose();
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renderer.dispose();
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texture.dispose();
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}
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}
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@Override
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@Override
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public void render() {
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public void render() {
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Gdx.gl.glClearColor(1, 1, 1, 1);
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// Clear screen
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Gdx.gl.glClearColor(0, 0, 0, 1);
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Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
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Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
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batch.setProjectionMatrix(camera.combined);
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// Draw enemies
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batch.begin();
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enemies.draw(renderer);
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sprite.draw(batch);
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batch.end();
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}
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}
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@Override
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@Override
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