@Override
 public void disposeScene() {
   splash.detachSelf();
   splash.dispose();
   this.detachSelf();
   this.dispose();
 }
Example #2
0
  @Override
  public void liberarEscena() {
    // Liberar cada recurso usado en esta escena
    spriteFondo.detachSelf(); // Se desconecta de la escena
    spriteFondo.dispose(); // Libera la memoria

    this.detachSelf(); // La escena se deconecta del engine
    this.dispose(); // Libera la memoria
  }
Example #3
0
  @Override
  public void disposeScene() {
    this.clearUpdateHandlers();
    this.destroyPhysicsWorld();

    this.camera.setHUD(null);
    this.buttonUp.detachSelf();
    this.buttonUp.dispose();
    this.buttonDown.detachSelf();
    this.buttonDown.dispose();
    this.buttonUpBack.detachSelf();
    this.buttonUpBack.dispose();
    this.buttonDownBack.detachSelf();
    this.buttonDownBack.dispose();
    this.chrono3.detachSelf();
    this.chrono3.dispose();
    this.chrono2.detachSelf();
    this.chrono2.dispose();
    this.chrono1.detachSelf();
    this.chrono1.dispose();
    this.pause.detachSelf();
    this.pause.dispose();
    this.winSub.detachSelf();
    this.winSub.dispose();
    this.win.detachSelf();
    this.win.dispose();

    this.chronoStart.detachSelf();
    this.chronoStart.dispose();
    this.ground.detachSelf();
    this.ground.dispose();
    this.playerTrail.detachSelf();
    this.playerTrail.dispose();
    this.player.detachSelf();
    this.player.dispose();
    for (Sprite layer : this.backgroundParallaxLayers) {
      layer.detachSelf();
      layer.dispose();
    }
    this.detachSelf();
    this.dispose();
  }