org.andengine.entity.scene.IOnSceneTouchListener Java Examples
The following examples show how to use
org.andengine.entity.scene.IOnSceneTouchListener.
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Example #1
Source File: LevelModeCompleteScene.java From sopa with Apache License 2.0 | 6 votes |
LevelModeCompleteScene() { Text levelCompleteTextShape = new Text((float) (camera.getWidth() * 0.05), (float) (camera.getHeight() * 0.05), resourcesManager.levelModeCompleteFont, "Level Mode\nCompleted", vbom); levelCompleteTextShape.setScaleCenter(0, 0); attachChild(levelCompleteTextShape); Sprite cup = new Sprite(0, 0, resourcesManager.levelModeCup, vbom); cup.setPosition(camera.getWidth() / 2 - cup.getWidth() / 2, camera.getHeight() * 0.4f); attachChild(cup); attachChild(new ConfettiParticleSystem(vbom, camera.getWidth())); setOnSceneTouchListener(new IOnSceneTouchListener() { @Override public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) { onBackKeyPressed(); return false; } }); }
Example #2
Source File: MainActivity.java From OpenFlappyBird with Do What The F*ck You Want To Public License | 4 votes |
@Override protected Scene onCreateScene() { mBackground = new ParallaxBackground(82/255f, 190/255f, 206/255f){ float prevX = 0; float parallaxValueOffset = 0; @Override public void onUpdate(float pSecondsElapsed) { switch(GAME_STATE){ case STATE_READY: case STATE_PLAYING: final float cameraCurrentX = mCurrentWorldPosition;//mCamera.getCenterX(); if (prevX != cameraCurrentX) { parallaxValueOffset += cameraCurrentX - prevX; this.setParallaxValue(parallaxValueOffset); prevX = cameraCurrentX; } break; } super.onUpdate(pSecondsElapsed); } }; mSceneManager = new SceneManager(this, mResourceManager, mBackground); mScene = mSceneManager.createScene(); mScene.setOnSceneTouchListener(new IOnSceneTouchListener() { @Override public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) { if(pSceneTouchEvent.isActionDown()){ switch(GAME_STATE){ case STATE_READY: startPlaying(); break; case STATE_PLAYING: mSceneManager.mBird.flap(); break; case STATE_DEAD: //restartGame(); break; } } return false; } }); updateScore(); return mScene; }