/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.siondream.superjumper;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.ScreenAdapter;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector3;
public class HelpScreen3 extends ScreenAdapter {
SuperJumper game;
OrthographicCamera guiCam;
Rectangle nextBounds;
Vector3 touchPoint;
Texture helpImage;
TextureRegion helpRegion;
public HelpScreen3 (SuperJumper game) {
this.game = game;
guiCam = new OrthographicCamera(320, 480);
guiCam.position.set(320 / 2, 480 / 2, 0);
nextBounds = new Rectangle(320 - 64, 0, 64, 64);
touchPoint = new Vector3();
helpImage = Assets.loadTexture("data/help3.png");
helpRegion = new TextureRegion(helpImage, 0, 0, 320, 480);
}
public void update () {
if (Gdx.input.justTouched()) {
guiCam.unproject(touchPoint.set(Gdx.input.getX(), Gdx.input.getY(), 0));
if (nextBounds.contains(touchPoint.x, touchPoint.y)) {
Assets.playSound(Assets.clickSound);
game.setScreen(new HelpScreen4(game));
}
}
}
public void draw () {
GL20 gl = Gdx.gl;
gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
guiCam.update();
game.batcher.setProjectionMatrix(guiCam.combined);
game.batcher.disableBlending();
game.batcher.begin();
game.batcher.draw(helpRegion, 0, 0, 320, 480);
game.batcher.end();
game.batcher.enableBlending();
game.batcher.begin();
game.batcher.draw(Assets.arrow, 320, 0, -64, 64);
game.batcher.end();
gl.glDisable(GL20.GL_BLEND);
}
@Override
public void render (float delta) {
draw();
update();
}
@Override
public void hide () {
helpImage.dispose();
}
}