@Override public void disposeScene() { splash.detachSelf(); splash.dispose(); this.detachSelf(); this.dispose(); }
@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 }
@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(); }