@Override public void dispose() { texture.dispose(); batch.dispose(); hero1Atlas.dispose(); HUDBatch.dispose(); font1.dispose(); }
@Override public void dispose() { Gdx.input.setInputProcessor(null); if (disposeCount == 1) return; butBatch.dispose(); splashBatch.dispose(); logoMenuBatch.dispose(); butAtlas.dispose(); font1.dispose(); butSkin.dispose(); stage.dispose(); disposeCount = 1; }
@Override public void dispose() { spriteBatch.dispose(); background.dispose(); logo.dispose(); font.dispose(); }
@Override public void dispose() { stage.dispose(); game.dispose(); skin.dispose(); batch.dispose(); }
@Override public void dispose() { spriteBatch.dispose(); background1.dispose(); background2.dispose(); background3.dispose(); }
@Override public void dispose() { // TODO Auto-generated method stub font.dispose(); shapeRenderer.dispose(); batch.dispose(); }
@Override public void dispose() { super.dispose(); spriteBatch.dispose(); shapeRenderer.dispose(); resourceManager.unloadAll(); }
@Override public void dispose() { // TODO Auto-generated method stub Gdx.input.setInputProcessor(null); spritebatch.dispose(); }
@Override public void dispose() { dropImage.dispose(); bucketImage.dispose(); dropSound.dispose(); rainMusic.dispose(); batch.dispose(); }
/** * Is called by the application lifecycle when the game is shut down. Should dispose everything * that was allocated. */ @Override public void dispose() { batch.dispose(); StyleHelper.getInstance().dispose(); // release catching of back key (no idea if necessary) Gdx.input.setCatchBackKey(false); }
@Override public void dispose() { super.dispose(); res.dispose(); textureAtlas.dispose(); batch.dispose(); }
@Override public void dispose() { Gdx.app.log(LOG, "Disposing screen: " + getName()); uiStage.dispose(); // skin.dispose(); // reaktio.dispose(); batch.dispose(); }
@Override public void dispose() { world.dispose(); batch.dispose(); bodies.clear(); mpHandler.dispose(); super.dispose(); }
/* * Dispose all objects used in this class * @see com.badlogic.gdx.Screen#dispose() */ @Override public void dispose() { ownCamera = null; texture.dispose(); batch.dispose(); oldTime = 0; // toast = null; }
@Override public void dispose() { modelBatch.dispose(); shadowBatch.dispose(); shapeRenderer.dispose(); spriteBatch.dispose(); font.dispose(); shadowLight.dispose(); }
@Override public void dispose() { // dispose of all the native resources dropImage.dispose(); bucketImage.dispose(); // dropSound.dispose(); // rainMusic.dispose(); batch.dispose(); }
@Override public void dispose() { bigFont.dispose(); hugeFont.dispose(); sb.dispose(); world.dispose(); player.dispose(); Globals.atlas.dispose(); }
public void dispose() { blurTargetA.dispose(); blurTargetB.dispose(); blurShader.dispose(); batch.dispose(); shapeRenderer.dispose(); }
@Override public void dispose() { timer.cancel(); vialTexture.dispose(); ballTexture.dispose(); spriteBatch.dispose(); font.dispose(); world.dispose(); }
@Override public void dispose() { batch.dispose(); ui.dispose(); fontLabel.dispose(); stage.dispose(); skin.dispose(); tiledMap.dispose(); }
public static void dispose() { modelBatch.dispose(); spriteBatch.dispose(); frameBuffer.dispose(); tempBuffer.dispose(); shaderProvider.dispose(); for (ShaderProgram s : Bdx.matShaders.values()) { s.dispose(); } }
@Override public void dispose() { batch.dispose(); leftWallTextureAtlas.dispose(); rightWallTextureAtlas.dispose(); // batch.dispose(); // texture.dispose(); }
@Override public void dispose() { // Eliminar basura principal.dispose(); batch.dispose(); texturaBtnContinue.dispose(); texturaBtnMenu.dispose(); texturaFondo.dispose(); this.efectoMuerteNinja.dispose(); this.efectoClick.dispose(); }
public void dispose() { try { spriteBatch.dispose(); texture.dispose(); textureRegions.clear(); } catch (Exception e) { } }
@Override public void dispose() { if (mapRenderer != null) { mapRenderer.dispose(); mapRenderer = null; } batch.dispose(); shapeRenderer.dispose(); box2DRenderer.dispose(); // particleFrameBuffer.dispose(); }
@Override public void dispose() { Gdx.app.log(BeatBlaster.LOG, "Disposing screen: " + getName()); // the following call disposes the screen's stage, but on my computer it // crashes the game so I commented it out; more info can be found at: // http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=3624 // stage.dispose(); // as the collaborators are lazily loaded, they may be null if (font != null) font.dispose(); if (batch != null) batch.dispose(); if (skin != null) skin.dispose(); if (atlas != null) atlas.dispose(); }
@Override public void dispose() { planetTexture.dispose(); backgroundTexture.dispose(); planetCoreTexture.dispose(); ballTexture.dispose(); batch.dispose(); font.dispose(); // disposing bodies world.destroyBody(planetCoreModel); world.destroyBody(planetModel); for (int i = 0; i < MAX_BALLS; i++) world.destroyBody(ballModels[i]); world.dispose(); }
@Override public void render(float delta) { super.render(delta); SpriteBatch batch = new SpriteBatch(); BitmapFont font = new BitmapFont(); font.getData().setScale(2f, 2f); font.setColor(Color.GREEN); batch.begin(); font.draw(batch, Integer.toString(getGame().getHighScore()), 360, 310); font.draw(batch, Integer.toString(getGame().getCurrentScore()), 360, 280); batch.end(); batch.dispose(); }
private TextureRegion createBgIcon(String atlas, String region) { TextureAtlas a = new TextureAtlas( Gdx.files.absolute( Ctx.project.getProjectPath() + "/" + Project.ATLASES_PATH + "/1/" + atlas + ".atlas")); AtlasRegion r = a.findRegion(region); FrameBuffer fbo = new FrameBuffer( Format.RGBA8888, 200, (int) (r.getRegionHeight() * 200f / r.getRegionWidth()), false); SpriteBatch fboBatch = new SpriteBatch(); fboBatch.setColor(Color.WHITE); OrthographicCamera camera = new OrthographicCamera(); camera.setToOrtho(false, fbo.getWidth(), fbo.getHeight()); fboBatch.setProjectionMatrix(camera.combined); Gdx.gl.glDisable(GL20.GL_SCISSOR_TEST); fbo.begin(); fboBatch.begin(); fboBatch.draw(r, 0, 0, fbo.getWidth(), fbo.getHeight()); fboBatch.end(); TextureRegion tex = ScreenUtils.getFrameBufferTexture(0, 0, fbo.getWidth(), fbo.getHeight()); // tex.flip(false, true); fbo.end(); Gdx.gl.glEnable(GL20.GL_SCISSOR_TEST); fbo.dispose(); a.dispose(); fboBatch.dispose(); return tex; }
@Override public void dispose() { batch.dispose(); font.dispose(); }