Пример #1
0
  @Override
  public void dispose() {
    super.dispose();
    music.dispose();

    for (Entity ent : entities) ent.dispose();

    enemies.clear();
    powerups.clear();
    bullets.clear();
  }
Пример #2
0
  @Override
  public void hide() {
    super.hide();
    if (music != null) {
      music.stop();
      music.dispose();
    }
    music = null;

    if (!gameMode.isGameOver()) {
      saveStats();
    }

    setPaused(false);
  }
Пример #3
0
  @Override
  public void show() {
    super.show();
    // Sets "first" time play to false
    if (Specular.prefs.getBoolean("First Time")) {
      // Start tutorial
      startTutorial();

      Specular.prefs.putBoolean("First Time", false);
      Specular.prefs.flush();
    } else if (MenuInputProcessor.helpPressed()) {
      Specular.prefs.putBoolean("First Time", false);
      startTutorial();
    }

    if (!Specular.prefs.getBoolean("MusicMuted")) {
      randomizeMusic();
    }

    if (GfxSettings.ReturnSetting() == GfxSettings.LOW) {
      PARTICLE_LIMIT = 50;
    } else if (GfxSettings.ReturnSetting() == GfxSettings.MEDIUM) {
      PARTICLE_LIMIT = 150;
    } else {
      PARTICLE_LIMIT = 300;
    }

    scoreFontAlpha = 0;

    // Initializing power-up levels
    // AddLife.reloadLevelTextures(Specular.prefs.getFloat("Life Upgrade Grade"));
    BulletBurst.reloadLevelTextures(Specular.prefs.getFloat("Burst Upgrade Grade"));
    FireRateBoost.reloadLevelTextures(Specular.prefs.getFloat("Firerate Upgrade Grade"));
    ScoreMultiplier.reloadLevelTextures(Specular.prefs.getFloat("Multiplier Upgrade Grade"));
    SlowdownEnemies.reloadLevelTextures(Specular.prefs.getFloat("Slowdown Upgrade Grade"));
    // BoardshockPowerUp.reloadLevelTextures(Specular.prefs.getFloat("Board Upgrade Grade"));
    Ricochet.reloadLevelTextures(Specular.prefs.getFloat("Ricochet Upgrade Grade"));
    Repulsor.reloadLevelTextures(Specular.prefs.getFloat("Repulsor Upgrade Grade"));
    LaserPowerup.reloadLevelTextures(Specular.prefs.getFloat("Beam Upgrade Grade"));
    Swarm.reloadLevelTextures(Specular.prefs.getFloat("Swarm Upgrade Grade"));
    PDSPowerUp.reloadLevelTextures(Specular.prefs.getFloat("PDS Upgrade Grade"));

    ticks = 0;

    reset();
  }
Пример #4
0
 @Override
 public void pause() {
   super.pause();
   setPaused(true);
 }
Пример #5
0
 @Override
 public void resume() {
   super.resume();
   lastTickTime = System.nanoTime();
   setPaused(true);
 }