package com.mony.crazydriver.screens; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Input.Keys; import com.badlogic.gdx.Screen; import com.badlogic.gdx.audio.Music; import com.mony.crazydriver.CrazyDriver; import com.mony.crazydriver.characters.Car; import com.mony.crazydriver.managers.LevelManager; import com.mony.crazydriver.managers.ResourceManager; import com.mony.crazydriver.managers.SpriteManager; public class GameScreen implements Screen{ CrazyDriver game; LevelManager levelManager; SpriteManager spriteManager; public GameScreen(CrazyDriver game){ this.game=game; ResourceManager.loadAllResources(); spriteManager= new SpriteManager(game); levelManager=new LevelManager(spriteManager); levelManager.loadCurrentLevel(); //ESTO LO HE PUESTO PARA PASAR DE NIVEL spriteManager.setLevelManager(levelManager); } /** * Muestra la informaci�n de juego del personaje */ private void drawOnscreenText() { Car car= spriteManager.getCar(); // Muestra la puntuaci�n y nivel del jugador if(levelManager.getCurrentLevel()==1){ game.font.draw(game.batch, "SALVADOS: " + car.getScore() + " / " + "5", 15, 20); }else{ game.font.draw(game.batch, "SALVADOS: " + car.getScore() + " / " + "10", 15, 20); } game.font.draw(game.batch, "NIVEL: " + levelManager.getCurrentLevel(), 420, 500); } @Override public void show() { game.paused = false; } @Override public void render(float dt) { spriteManager.update(dt); spriteManager.render(game.batch); update(dt); game.batch.begin(); drawOnscreenText(); game.batch.end(); } @Override public void dispose() { } /** * Cuando esta pantalla se oculta, se pausa */ @Override public void hide() { game.paused = true; } @Override public void pause() { game.paused = true; } @Override public void resize(int arg0, int arg1) { } @Override public void resume() { game.paused = false; } private void update(float dt) { handleKeyboard(); } private void handleKeyboard() { /* * Si el usuario pulsa la tecla ESCAPE se muestra un men� durante el juego */ if (Gdx.input.isKeyPressed(Keys.P)) { game.setScreen(new InGameMenuScreen(game, this)); } } }