package de.samdev.colorrunner.screens.menu; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.math.MathUtils; import de.samdev.colorrunner.CRGame; public class SplashScreen implements Screen { private float loadTime = 0; private int random = MathUtils.random(5); private Texture logo = new Texture("images/blackforestbytes_appstart.png"); private OrthographicCamera cam = new OrthographicCamera(); private SpriteBatch sB; @Override public void render(float delta) { Gdx.gl.glClearColor(1, 1, 1, 1); //Weiß Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); sB.begin(); sB.draw(logo, -9,-8, 18, 16); sB.end(); loadTime += delta; if (loadTime > 0.9) CRGame.Inst().setScreen(new MainMenu()); } @Override public void resize(int width, int height) { // NOP } @Override public void show() { sB = new SpriteBatch(); this.cam = new OrthographicCamera(20,40); this.cam.position.set(20 / 2, 40 / 2, 0); sB.setProjectionMatrix(cam.combined); cam.update(); } @Override public void hide() { dispose(); } @Override public void pause() { // NOP } @Override public void resume() { // NOP } @Override public void dispose() { logo.dispose(); } }