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package com.gebauz.pingK.common.game.gamestates;
import javax.microedition.khronos.opengles.GL10;
import com.gebauz.pingK.common.R;
import com.gebauz.pingK.common.framework.GLUtil;
import com.gebauz.pingK.common.framework.Sprite2D;
import com.gebauz.pingK.common.game.GameConsts;
import com.gebauz.pingK.common.game.MultitouchInput;
import com.gebauz.pingK.common.game.MultitouchInput.Finger;
public class LogoState
extends BaseGameState
{
private float mTimer = 0.0f
;
private Sprite2D mBackground
;
public LogoState
()
{
}
@
Override
public void init
()
{
mBackground =
new Sprite2D
();
mBackground.
init(R.
drawable.
logo, 0.0f, 0.0f, GameConsts.
VIRTUAL_SCREEN_WIDTH, GameConsts.
VIRTUAL_SCREEN_HEIGHT);
mBackground.
pivotX = 0.0f
;
mBackground.
pivotY = 0.0f
;
}
@
Override
public void exit
()
{
mBackground =
null;
}
@
Override
public void onSurfaceChanged
(int width,
int height
)
{
GLUtil.
getGL().
glViewport(0,
0, width, height
);
}
@
Override
public void update
(float deltaTime
)
{
mTimer += deltaTime
;
/* mTitle.update(deltaTime);*/
Finger finger = MultitouchInput.
getInstance().
getTouchPointInside(0.0f, 0.0f, GameConsts.
VIRTUAL_SCREEN_WIDTH, GameConsts.
VIRTUAL_SCREEN_HEIGHT);
if ((finger
!=
null) ||
(mTimer
> GameConsts.
LOGO_TIMEOUT))
{
// switch state
GameStateManager.
getInstance().
switchState("TitleState");
}
mBackground.
update(deltaTime
);
/* if (!mHelp.isActive())
{
mGameStartButton.update(deltaTime);
mOptionsButton.update(deltaTime);
mHelpButton.update(deltaTime);
}
mHelp.update(deltaTime);*/
}
@
Override
public void render
()
{
GL10 gl = GLUtil.
getGL();
gl.
glClearColor(1.0f, 1.0f, 1.0f, 0.0f
);
gl.
glClear(GL10.
GL_COLOR_BUFFER_BIT | GL10.
GL_DEPTH_BUFFER_BIT);
gl.
glMatrixMode(GL10.
GL_PROJECTION);
gl.
glLoadIdentity();
gl.
glOrthof(0, GameConsts.
VIRTUAL_SCREEN_WIDTH-1.0f, GameConsts.
VIRTUAL_SCREEN_HEIGHT-1.0f,
0,
0,
1);
gl.
glMatrixMode(GL10.
GL_MODELVIEW);
mBackground.
render();
/* float alpha = GameServices.getRandomFloat(0.7f, 1.0f);
mTitle.setColor(GameConsts.PINGK_COLOR.x, GameConsts.PINGK_COLOR.y, GameConsts.PINGK_COLOR.z, alpha);
mTitle.render();
mGameStartButton.render();
mOptionsButton.render();
mHelpButton.render();
mHelp.render();*/
}
@
Override
public boolean doFadeIn
()
{
return true;
}
@
Override
public boolean doFadeOut
()
{
return true;
}
}