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package ch.asynk.zproject;
import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import ch.asynk.zproject.screens.GameScreen;
public class ZProject extends Game
{
public static final String DOM = "ZProject";
private enum State
{
NONE,
GAME
}
private State state;
public final Assets assets = new Assets();
@Override public void create()
{
this.state = State.NONE;
Gdx.app.setLogLevel(Gdx.app.LOG_DEBUG);
debug(String.format("create() [%d;%d] %f", Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), Gdx.graphics.getDensity()));
switchToGame();
}
@Override public void dispose()
{
switchToNone();
assets.dispose();
}
public static void error(String msg)
{
Gdx.app.error(DOM, msg);
}
public static void debug(String msg)
{
Gdx.app.debug(DOM, msg);
}
public static void debug(String from, String msg)
{
Gdx.app.debug(DOM, String.format("%s : %s", from, msg));
}
private void switchTo(Screen nextScreen, State nextState)
{
if (state == nextState) {
error("switch from and to " + state);
return;
}
switch(state) {
case GAME: assets.unloadGame(); break;
}
if (state != State.NONE) {
getScreen().dispose();
}
setScreen(nextScreen);
this.state = nextState;
}
public void switchToNone()
{
switchTo(null, State.NONE);
}
public void switchToGame()
{
assets.loadGame();
assets.finishLoading();
switchTo(new GameScreen(this), State.GAME);
}
}
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