public MenuScreen(Game game) { Box2D.init(); this.game = game; world = new World(new Vector2(0, 0), false); stage = new Stage(new StretchViewport(Constants.WIDTH, Constants.HEIGHT)); preferences = new GamePreferences(); audioManager = AudioManager.getInstance(); Gdx.input.setInputProcessor(stage); FlappySpinner.gameManager.changeBackgroundColor("#4ec0ca"); setUpBackground(); setUpButtons(); setUpLogo(); }
@Override public void create() { Box2D.init(); _spriteBatch = new SpriteBatch(); _modelBatch = new ModelBatch(); _assetsHndlr = new AssetsHandler(_ASSETS_LIST_FILE_NAME); _settings = new Settings(_SETTINS_NAME); // Let shaders not use all available uniforms and attributes ShaderProgram.pedantic = false; // Disable for now bloom shader _settings.SetIsBloomShaderEnabled(false); setScreen(new LoadingScreen(this)); }
public GameScreen(Game game, int score, boolean isRelife) { Box2D.init(); SCORE = score; this.isRelife = isRelife; preferences = new GamePreferences(); audioManager = AudioManager.getInstance(); aGame = game; stage = new Stage(new StretchViewport(Constants.WIDTH, Constants.HEIGHT)); world = WorldUtils.createWorld(); world.setContactListener(this); FlappySpinner.gameManager.changeBackgroundColor("#e9fcd9"); Gdx.input.setInputProcessor(stage); state = GameState.RESUME; setUpBackground(); setUpTube(); setUpSpinner(); setUpGround(); setUpOnPause(); setUpOnResume(); setUpOnFinish(); setUpButtons(); setUpLabels(); }
@Override public void create() { this.input = new InputRetriever(this); this.renderer = new MultiRenderer(); Gdx.input.setInputProcessor(this.input); Box2D.init(); this.assets = new AssetManager(this); this.environments = new EnvironmentManager(this); File assetDir = null; if (this.options.useCustomDir) { assetDir = this.options.assetDir; } else { assetDir = new File(System.getProperty("user.dir")); } this.assets.loadAll(assetDir); File mainFile = new File(assetDir, "main.lua"); if (mainFile.exists()) { try { log.info("------------------ Executing main.lua script. ------------------"); this.assets.getScriptManager().runScript(mainFile); } catch (FileNotFoundException wontHappen) { } } else { log.warn("main.lua was not found in game directory; no start code was executed"); } }
@Override public void create () { logger = new Logger(LibgdxJam.class.getName(), Env.LOG_LEVEL); logger.info("create"); Env.init(this); Box2D.init(); categories = new Categories(); tags = new Tags(); assetManager = new AssetManager(); assetManager.setLoader( SkeletonData.class, new SkeletonDataLoader( new InternalFileHandleResolver() ) ); assetManager.setLoader( OverlapScene.class, new OverlapSceneLoader( new InternalFileHandleResolver() ) ); assetManager.setLoader( PhysicsData.class, new PhysicsDataLoader( new InternalFileHandleResolver(), categories ) ); assetManager.setLoader( AnimationControl.class, new AnimationControlLoader( new InternalFileHandleResolver(), tags ) ); tweenManager = new TweenManager(); Tween.registerAccessor(Camera.class, new CameraAccessor()); uiCamera = new OrthographicCamera(); uiViewport = new ExtendViewport( Env.MIN_UI_WIDTH, Env.MIN_UI_HEIGHT, Env.MAX_UI_WIDTH, Env.MAX_UI_HEIGHT, uiCamera ); stage = new Stage(uiViewport); Gdx.input.setInputProcessor(inputMultiplexer); inputMultiplexer.addProcessor(stage); setScreen( Screens.getLoadingScreen() ); }
@Override public void create () { batch = new SpriteBatch(); Box2D.init(); mundo = new World(new Vector2(0, -9.8f), true); debugRenderer = new Box2DDebugRenderer(); //crear la camara del mundo box2d camaramundo = new OrthographicCamera(); camaramundo.setToOrtho(false, SCREEN_WIDTH/units, SCREEN_HEIGHT/units); //OBJETO PISO BodyDef cuerpoPiso = new BodyDef(); cuerpoPiso.type = BodyType.StaticBody; //creamos una l�nea que representa el suelo, del ancho de la pantalla EdgeShape linea = new EdgeShape(); linea.set(0, 20/units, SCREEN_WIDTH/units, 20/units); //creamos el fixture FixtureDef fixDef=new FixtureDef(); fixDef.shape=linea; fixDef.filter.categoryBits = BIT_PISO; fixDef.filter.maskBits = BIT_PELOTA | BIT_CAJA; //lo a�adimos al mundo piso = mundo.createBody(cuerpoPiso); piso.createFixture(fixDef).setUserData("piso"); // a�adimos el fixture al objeto //PAREDES cuerpoPiso.type = BodyType.StaticBody; //creamos una l�nea que representa la pared izquierda, del alto de la pantalla linea.set(0, 0, 0 , SCREEN_HEIGHT*2/units); //creamos el fixture fixDef.shape=linea; fixDef.filter.categoryBits = BIT_PISO; fixDef.filter.maskBits = BIT_PELOTA | BIT_CAJA; //lo a�adimos al mundo piso = mundo.createBody(cuerpoPiso); piso.createFixture(fixDef).setUserData("pared"); // a�adimos el fixture al objeto cuerpoPiso.type = BodyType.StaticBody; //creamos una l�nea que representa la pared derecha, del alto de la pantalla linea.set(SCREEN_WIDTH/units, 0, SCREEN_WIDTH/units , SCREEN_HEIGHT*2/units); //creamos el fixture fixDef.shape=linea; fixDef.filter.categoryBits = BIT_PISO; fixDef.filter.maskBits = BIT_PELOTA | BIT_CAJA; //lo a�adimos al mundo piso = mundo.createBody(cuerpoPiso); piso.createFixture(fixDef).setUserData("pared"); // a�adimos el fixture al objeto //OBJETO CAJA GIRATORIA BodyDef cuerpoCaja = new BodyDef(); cuerpoCaja.type = BodyType.KinematicBody; cuerpoCaja.position.set(SCREEN_WIDTH/2/units, SCREEN_HEIGHT/4/units); //creamos un rect�ngulo que representa la caja giratoria PolygonShape rectangulo = new PolygonShape(); rectangulo.setAsBox(100/units, 10/units); //creamos el fixture fixDef.shape=rectangulo; fixDef.filter.categoryBits = BIT_CAJA; fixDef.filter.maskBits = BIT_PELOTA; //lo a�adimos al mundo caja = mundo.createBody(cuerpoCaja); caja.createFixture(fixDef).setUserData("caja"); // a�adimos el fixture al objeto //es importante hacer dispose de los shapes despues de usarlos rectangulo.dispose(); linea.dispose(); }
public GameScreen(ZBGame game) { super(game); Box2D.init(); }
public GameWorld() { Box2D.init(); mundo = new World(new Vector2(0, -1.5f), true); // fuerza de gravedad de la tierra - 1 pixel = 1 metro. // El valor boleano dice si los objetos pueden estar en reposo o no mundo.setContactListener(new AdministradorColisiones()); }
public GameWorld() { Box2D.init(); mundo = new World(new Vector2(0, 0), true); // fuerza de gravedad de la tierra - 1 pixel = 1 metro. // El valor boleano dice si los objetos pueden estar en reposo o no //mundo.setContactListener(new AdministradorColisiones()); }