@Override public void resume(StateManager stateManager) { // if the device's resolution is our target size or lower, then we scale the game to our target // size // if(Game.P_WIDTH < Game.G_WIDTH && Game.P_HEIGHT < Game.G_HEIGHT) // Game.shouldScale(true); // anything bigger and we don't scale // else // Game.shouldScale(false); Game.shouldScale(true); // TODO: change this this.stateManager = stateManager; AssetManager am = this.stateManager.getAssetManager(); // load gameplay assets and only the specific tiles for the map that the user chose GameplayAssets.loadGameplayAssets(am, tileSet); // create map if (map == null) map = new MapNPC(this, am, mapPath, gm); else gm.resume(); map.resume(this, am, gm); paint = new Paint(); switchTurnsFill = new Paint(); switchTurnsFill.setColor(Color.BLACK); switchTurnsFont = new Paint(); switchTurnsFont.setColor(Color.WHITE); switchTurnsFont.setTextAlign(Align.CENTER); switchTurnsFont.setTextSize(60); // TODO: scale this font size switchTurnsOKButton = new Button( GameplayAssets.okIcon, GameplayAssets.okArmedIcon, Game.G_WIDTH / 2 - (GameplayAssets.okIcon.getWidth() / 2), Game.G_HEIGHT / 2 + 30); // TODO: scale placement of button yesButton = new Button( GameplayAssets.yesIcon, GameplayAssets.yesArmedIcon, Game.G_WIDTH / 2 - GameplayAssets.yesIcon.getWidth() - 10, Game.G_HEIGHT / 2 + GameplayAssets.yesIcon.getHeight() / 2 + 30); noButton = new Button( GameplayAssets.noIcon, GameplayAssets.noArmedIcon, Game.G_WIDTH / 2 + 10, Game.G_HEIGHT / 2 + GameplayAssets.noIcon.getHeight() / 2 + 30); exitDialogPaint = new Paint(); exitDialogPaint.setColor(Color.BLACK); exitDialogPaint.setAlpha(125); }
@Override public void dispose() { super.dispose(); GameplayAssets.dispose(); if (map != null) map.dispose(); }