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  libgdx - why extend Game instead of implement ApplicationListener?  (Read 992 times)
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Offline heisenbergman

JGO Coder


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« Posted 2013-05-05 14:06:13 »

Was reading this article: Using Screen and Game Classes and I was wondering why a lot of tutorials I come across use "extends Game" instead of "implements ApplicationListener"?

Currently, my main class for the game I'm trying to make implements ApplicationListener.

I was hoping to understand "extends Game" more so that I could decide which is better.

Thanks!


Offline davedes
« Reply #1 - Posted 2013-05-05 14:37:31 »

If you want multiple states (i.e. menu, gameplay, options, etc) then you can utilize LibGDX's "Game" and "Screen" helper classes. They are very minimal, and it's easy enough to write your own state management if you'd rather do something specific (i.e. fancy transitions between states). Game is just an extension of ApplicationListener.

Look at how simple the Game and Screen classes are to get an idea of what they do.

https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/Screen.java
https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/Game.java

Offline JavaGameXYZ

Junior Newbie


Medals: 1



« Reply #2 - Posted 2013-05-06 18:56:35 »

I struggled with this question too.  I ultimately worked through Andrew Steigert's blog series on building a Tyrion clone and it helped me a lot.

http://steigert.blogspot.com/2012/02/2-libgdx-tutorial-game-screens.html

Like davedes says, it's mainly so you can support multiple screens, where each screen contains its own code (e.g. render(float delta))

Open source + tutorial SRPG using libgdx and artemis

http://javagamexyz.blogspot.com
https://code.google.com/p/javagamexyz/
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