Juegos Para Android Version 4.1.2 Instant
@Override protected void onPause() super.onPause(); gameView.pause(); gameManager.saveGameState(gameId, gameView.getCurrentState());
@Override public boolean onTouchEvent(MotionEvent event) switch (event.getAction()) case MotionEvent.ACTION_DOWN: case MotionEvent.ACTION_MOVE: playerX = event.getX(); playerY = event.getY(); break; return true;
@Override public void render(float delta) Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // Handle input if (Gdx.input.isTouched()) playerPosition.set(Gdx.input.getX(), Gdx.input.getY()); // Draw batch.begin(); batch.draw(playerTexture, playerPosition.x, playerPosition.y); batch.end(); juegos para android version 4.1.2
private void controlFPS() try Thread.sleep(17); // ~60 FPS catch (InterruptedException e) e.printStackTrace();
@Override protected void onResume() super.onResume(); gameView.resume(); String savedState = gameManager.loadGameState(gameId); if (savedState != null) gameView.restoreState(savedState); @Override protected void onPause() super
I understand you're looking to create a feature for Android games compatible with version 4.1.2 (API level 16, Jelly Bean). That's an older version, but still possible with some limitations.
// Feature: Save game state public void saveGameState(String gameId, String state) SharedPreferences.Editor editor = prefs.edit(); editor.putString(gameId + "_state", state); editor.putLong(gameId + "_timestamp", System.currentTimeMillis()); editor.apply(); @Override protected void onPause() super.onPause()
@Override public void run() while (playing) update(); draw(); controlFPS();