Presently I'm trying to implement simple game using libgdx for Android Platform. I have implemented the game but don't know how to pause and resume game based on user input.Kindly suggest idea as well as some practical code to implement the same.I am using simple game code demonstrated in libgdx library. Thank you.
Here is the code :
public class Drop implements ApplicationListener {
Texture dropImage;
Texture bucketImage;
Sound dropSound;
Music rainMusic;
SpriteBatch batch;
OrthographicCamera camera;
Rectangle bucket;
Array<Rectangle> raindrops;
long lastDropTime;
@Override
public void create() {
// load the images for the droplet and the bucket, 64x64 pixels each
dropImage = new Texture(Gdx.files.internal("droplet.png"));
bucketImage = new Texture(Gdx.files.internal("bucket.png"));
// load the drop sound effect and the rain background "music"
dropSound = Gdx.audio.newSound(Gdx.files.internal("drop.wav"));
rainMusic = Gdx.audio.newMusic(Gdx.files.internal("rain.mp3"));
// start the playback of the background music immediately
rainMusic.setLooping(true);
rainMusic.play();
// create the camera and the SpriteBatch
camera = new OrthographicCamera();
camera.setToOrtho(false, 800, 480);
batch = new SpriteBatch();
// create a Rectangle to logically represent the bucket
bucket = new Rectangle();
bucket.x = 800 / 2 - 64 / 2; // center the bucket horizontally
bucket.y = 20; // bottom left corner of the bucket is 20 pixels above the bottom screen edge
bucket.width = 64;
bucket.height = 64;
// create the raindrops array and spawn the first raindrop
raindrops = new Array<Rectangle>();
spawnRaindrop();
}
private void spawnRaindrop() {
Rectangle raindrop = new Rectangle();
raindrop.x = MathUtils.random(0, 800-64);
raindrop.y = 480;
raindrop.width = 64;
raindrop.height = 64;
raindrops.add(raindrop);
lastDropTime = TimeUtils.nanoTime();
}
@Override
public void render() {
// clear the screen with a dark blue color. The
// arguments to glClearColor are the red, green
// blue and alpha component in the range [0,1]
// of the color to be used to clear the screen.
Gdx.gl.glClearColor(0, 0, 0.2f, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
// tell the camera to update its matrices.
camera.update();
// tell the SpriteBatch to render in the
// coordinate system specified by the camera.
batch.setProjectionMatrix(camera.combined);
// begin a new batch and draw the bucket and
// all drops
batch.begin();
batch.draw(bucketImage, bucket.x, bucket.y);
for(Rectangle raindrop: raindrops) {
batch.draw(dropImage, raindrop.x, raindrop.y);
}
batch.end();
// process user input
if(Gdx.input.isTouched()) {
Vector3 touchPos = new Vector3();
touchPos.set(Gdx.input.getX(), Gdx.input.getY(), 0);
camera.unproject(touchPos);
bucket.x = touchPos.x - 64 / 2;
}
if(Gdx.input.isKeyPressed(Keys.LEFT)) bucket.x -= 200 * Gdx.graphics.getDeltaTime();
if(Gdx.input.isKeyPressed(Keys.RIGHT)) bucket.x += 200 * Gdx.graphics.getDeltaTime();
// make sure the bucket stays within the screen bounds
if(bucket.x < 0) bucket.x = 0;
if(bucket.x > 800 - 64) bucket.x = 800 - 64;
// check if we need to create a new raindrop
if(TimeUtils.nanoTime() - lastDropTime > 1000000000) spawnRaindrop();
// move the raindrops, remove any that are beneath the bottom edge of
// the screen or that hit the bucket. In the later case we play back
// a sound effect as well.
Iterator<Rectangle> iter = raindrops.iterator();
while(iter.hasNext()) {
Rectangle raindrop = iter.next();
raindrop.y -= 200 * Gdx.graphics.getDeltaTime();
if(raindrop.y + 64 < 0) iter.remove();
if(raindrop.overlaps(bucket)) {
dropSound.play();
iter.remove();
}
}
}
@Override
public void dispose() {
// dispose of all the native resources
dropImage.dispose();
bucketImage.dispose();
dropSound.dispose();
rainMusic.dispose();
batch.dispose();
}
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
}
The most simple thing is, that you add an Enum:
public enum State
{
PAUSE,
RUN,
RESUME,
STOPPED
}
And modify your rendermethod
private State state = State.RUN;
@Override
public void render()
{
switch (state)
{
case RUN:
//do suff here
break;
case PAUSE:
//do stuff here
break;
case RESUME:
break;
default:
break;
}
}
Use the callback from android too. For example use the callbacks from libgdx to change the state:
@Override
public void pause()
{
this.state = State.PAUSE;
}
@Override
public void resume()
{
this.state = State.RESUME;
}
Also add something like a setMethod for the state so you can change it on userevent.
public void setGameState(State s){
this.state = s;
}
You can use states, with enums or constants. and only update in the Running state. Something like this:
public enum State{
Running, Paused
}
State state = State.Running;
@Override
public void render(){
switch(state){
case Running:
update();
break;
case Paused:
//don't update
break;
}
draw();
}
public void update(){
//your update code
}
public void draw(){
//your render code
}
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