/*
Point & Hit: A fast paced Android game
Copyright (C) 2015 Marien Raat
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package com.jmstudios.pointandhit;
import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Peripheral;
import com.badlogic.gdx.Preferences;
import com.badlogic.gdx.graphics.Texture;
public class OneShotGame extends Game {
MainMenuScreen mainMenu;
GameScreen gameScreen;
Texture buttons;
Preferences preferences;
float scale;
@Override
public void create() {
// Preferences
preferences = Gdx.app.getPreferences("prefs");
scale = findScale();
// Loading global textures
buttons = new Texture(Gdx.files
.internal("buttons/buttons.png"));
if (!Gdx.input.isPeripheralAvailable(Peripheral.Compass)) {
this.setScreen(new NoCompassScreen(scale));
} else {
mainMenu = new MainMenuScreen(this);
this.setScreen(mainMenu);
}
}
public void render() {
super.render();
}
public int getHighScore() {
return preferences.getInteger("highscore"
, 0);
}
public void setHighScore(int score) {
preferences.putInteger("highscore"
, score);
preferences.flush();
}
public float getScale() {
return scale;
}
private float findScale() {
int screenX = Gdx.graphics.getWidth();
if (screenX < 470) {
return (float) (1.0f / 3.0f);
} else if (screenX < 700) {
return (float) (1.0f / 2.0f);
} else if (screenX < 900) {
return (float) (3.0f / 4.0f);
} else {
return 1;
}
}
public GameScreen getGameScreen() {
if (gameScreen == null) {
gameScreen = new GameScreen(this);
}
return gameScreen;
}
}