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wolf-98302015-01-09 20:52:29
Java
wolf-9830, 2015-01-09 20:52:29

What is the correct way to use Screen in libGDX?

I read an article on libgdx.ru about the Screen interface, I can’t understand how it works (here is the article itself www.libgdx.ru/2013/09/extending-simple-game.html).
According to the article, we write the following class:

public class Drop extends Game {

    SpriteBatch batch;
    BitmapFont font;

    public void create() {
        batch = new SpriteBatch();
        // libGDX по умолчанию использует Arial шрифт.
        font = new BitmapFont();
        this.setScreen(new MainMenuScreen(this));
    }

    public void render() {
        super.render(); // важно!
    }

    public void dispose() {
        batch.dispose();
        font.dispose();
    }

}

But then where should I put this class if it is generated along with the project:
public class myGdxGame extends ApplicationAdapter {

  public void create () {

  }

  @Override
  public void render () {
    Gdx.gl.glClearColor(1, 0, 0, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
  }
}

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1 answer(s)
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Nick Watson, 2015-01-10
@watsonback

It's simple, change it. As I understand it, you generate the screen in another class. Then in the main you should just use that creation class. That is, declare that you are creating a screen.
To understand in more detail, I advise the article:
LibgdxTutorial
At one time, it helped me very well!
This is roughly what should be left in the main.

@Override
  public void create() {
    setScreen(new GameScreen()); //только название поставить следует своё )
}

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