When I run the application my menu screen shows, but when I click the screen to begin playing the game the game begins playing but the menu screen is still their overlaying the game. I know this because the game has music playing. I'm also going to add a splash screen in the future but I'm not concerned about that right now. I'm new at this so please explain things as best as you can. Below are the 3 classes used to make this happen.
public class SlingshotSteve extends Game {
public SpriteBatch batch;
public BitmapFont font;
public void create() {
batch = new SpriteBatch();
//Use LibGDX's default Arial font.
font = new BitmapFont();
this.setScreen(new Menu(this));
}
public void render() {
super.render(); //important!
}
public void dispose() {
batch.dispose();
font.dispose();
}
}
Here is the main menu screen
public class Menu implements Screen {
final SlingshotSteve game;
OrthographicCamera camera;
public Menu(final SlingshotSteve gam) {
game = gam;
camera = new OrthographicCamera();
camera.setToOrtho(false, 800, 480);
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0.2f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
game.batch.setProjectionMatrix(camera.combined);
game.batch.begin();
game.font.draw(game.batch, "Welcome to Slingshot Steve!!! ", 100, 150);
game.font.draw(game.batch, "Tap anywhere to begin!", 100, 100);
game.batch.end();
if (Gdx.input.isTouched()) {
game.setScreen((Screen) new GameScreen(game));
dispose();
}
}
Here is the game screen
public class GameScreen implements Screen {
final SlingshotSteve game;
OrthographicCamera camera;
// Creates our 2D images
SpriteBatch batch;
TextureRegion backgroundTexture;
Texture texture;
GameScreen(final SlingshotSteve gam) {
this.game = gam;
camera = new OrthographicCamera(1280, 720);
batch = new SpriteBatch();
Texture texture = new Texture(Gdx.files.internal("background.jpg"));
backgroundTexture = new TextureRegion(texture, 0, 0, 500, 500);
Music mp3Sound = Gdx.audio.newMusic(Gdx.files.internal("rain.mp3"));
mp3Sound.setLooping(true);
mp3Sound.play();
}
public void render() {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
batch.setProjectionMatrix(camera.combined);
batch.begin();
batch.draw(backgroundTexture, 0, 0);
batch.end();
}
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void dispose() {
batch.dispose();
texture.dispose();
}
In addition to Phonbopit 's answer. You should probably @Override the render function at GameScreen.
Not sure but I think your render()
method on GameScreen
not called. you must implement method render(float delta)
that use delta time for parameter.
replace
public void render() { // your code }
with
public void render(float delta) {
// your code
}
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