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	<id>https://wiki.cifprodolfoucha.es/index.php?action=history&amp;feed=atom&amp;title=LIBGDX_Cambiando_de_pantalla</id>
	<title>LIBGDX Cambiando de pantalla - Historial de revisiones</title>
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	<updated>2026-10-17T07:38:07Z</updated>
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	<entry>
		<id>https://wiki.cifprodolfoucha.es/index.php?title=LIBGDX_Cambiando_de_pantalla&amp;diff=510&amp;oldid=prev</id>
		<title>Wiki en 17:14 12 dic 2015</title>
		<link rel="alternate" type="text/html" href="https://wiki.cifprodolfoucha.es/index.php?title=LIBGDX_Cambiando_de_pantalla&amp;diff=510&amp;oldid=prev"/>
		<updated>2015-12-12T17:14:42Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;es&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Revisión anterior&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revisión del 17:14 12 dic 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l2&quot; &gt;Línea 2:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Línea 2:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Cambiando de pantalla==&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Cambiando de pantalla==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Tal como comentamos anteriormente [http://&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;manuais&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;iessanclemente&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;net&lt;/del&gt;/index.php?title=LIBGDX_Preparando_o_esqueleto neste punto] a forma de proceder para cambiar de pantalla é chamando ó [http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/Game.html#setScreen-com.badlogic.gdx.Screen- método setScreen] da &amp;#039;&amp;#039;&amp;#039;clase Game&amp;#039;&amp;#039;&amp;#039;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Tal como comentamos anteriormente [http://&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;wiki&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;cifprodolfoucha&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;es&lt;/ins&gt;/index.php?title=LIBGDX_Preparando_o_esqueleto neste punto] a forma de proceder para cambiar de pantalla é chamando ó [http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/Game.html#setScreen-com.badlogic.gdx.Screen- método setScreen] da &amp;#039;&amp;#039;&amp;#039;clase Game&amp;#039;&amp;#039;&amp;#039;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l204&quot; &gt;Línea 204:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Línea 204:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Agora temos que comprobar se pulsamos cada unha das opcións (botóns) e obrar en consecuencia.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Agora temos que comprobar se pulsamos cada unha das opcións (botóns) e obrar en consecuencia.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Debemos crear un rectángulo por cada unha das opcións (xa visto na [http://&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;manuais&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;iessanclemente&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;net&lt;/del&gt;/index.php?title=LIBGDX_As_colisions sección das colisións]) e comprobar se o dedo toca cada unha delas.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Debemos crear un rectángulo por cada unha das opcións (xa visto na [http://&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;wiki&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;cifprodolfoucha&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;es&lt;/ins&gt;/index.php?title=LIBGDX_As_colisions sección das colisións]) e comprobar se o dedo toca cada unha delas.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l232&quot; &gt;Línea 232:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Línea 232:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Modificade o código da clase PantallaPause para que cargue o gráfico anterior.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Modificade o código da clase PantallaPause para que cargue o gráfico anterior.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Lembrar incluír a interface InputProcessor como xa vimos [http://&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;manuais&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;iessanclemente&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;net&lt;/del&gt;/index.php?title=LIBGDX_As_interfaces_para_capturar_eventos anteriormente].&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Lembrar incluír a interface InputProcessor como xa vimos [http://&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;wiki&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;cifprodolfoucha&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;es&lt;/ins&gt;/index.php?title=LIBGDX_As_interfaces_para_capturar_eventos anteriormente].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Tamén deberedes liberar os recursos cando pase polo método hide (chamar ó método dispose nese intre e liberade a textura e o spritebach).&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Tamén deberedes liberar os recursos cando pase polo método hide (chamar ó método dispose nese intre e liberade a textura e o spritebach).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Wiki</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.cifprodolfoucha.es/index.php?title=LIBGDX_Cambiando_de_pantalla&amp;diff=506&amp;oldid=prev</id>
		<title>Wiki: Página creada con «&lt;span style=&quot;font-size:150%;&quot;&gt;UNIDADE 2: Cambiando de pantalla&lt;/span&gt;  ==Cambiando de pantalla== Tal como comentamos anteriormente [http://manuais.iessanclemente.net/index....»</title>
		<link rel="alternate" type="text/html" href="https://wiki.cifprodolfoucha.es/index.php?title=LIBGDX_Cambiando_de_pantalla&amp;diff=506&amp;oldid=prev"/>
		<updated>2015-12-12T17:11:47Z</updated>

		<summary type="html">&lt;p&gt;Página creada con «&amp;lt;span style=&amp;quot;font-size:150%;&amp;quot;&amp;gt;UNIDADE 2: Cambiando de pantalla&amp;lt;/span&amp;gt;  ==Cambiando de pantalla== Tal como comentamos anteriormente [http://manuais.iessanclemente.net/index....»&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Página nueva&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;span style=&amp;quot;font-size:150%;&amp;quot;&amp;gt;UNIDADE 2: Cambiando de pantalla&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cambiando de pantalla==&lt;br /&gt;
Tal como comentamos anteriormente [http://manuais.iessanclemente.net/index.php?title=LIBGDX_Preparando_o_esqueleto neste punto] a forma de proceder para cambiar de pantalla é chamando ó [http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/Game.html#setScreen-com.badlogic.gdx.Screen- método setScreen] da &amp;#039;&amp;#039;&amp;#039;clase Game&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nota:&amp;lt;/u&amp;gt; Lembrar que no exemplo que estamos a seguir, mandamos o obxecto que deriva da clase Game como parámetro na chamada ó método setScreen, para que a outra pantalla poda ter referencia ó mesmo e poida volver a chamar ó método setScreen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No noso exemplo....&lt;br /&gt;
&lt;br /&gt;
Imos cambiar a pantalla inicial para que en vez de ir ó xogo directamente pase pola pantalla principal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Preparación:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Subide o seguinte gráfico ó cartafol GRAFICOS dentro do cartafol assets no proxecto Android.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Imagen:LIBGDX_itin1_pantallapresentacion.png | 500px | center]]&lt;br /&gt;
&lt;br /&gt;
*Agora imos modificar a &amp;#039;&amp;#039;&amp;#039;clase PantallaPresentacion&amp;#039;&amp;#039;&amp;#039; para crear unha cámara e visualizar o gráfico anterior.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Código da clase PantallaPresentacion&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Obxectivo:&amp;#039;&amp;#039;&amp;#039; visualizar a pantalla de presentación.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;java&amp;quot; line enclose=&amp;quot;div&amp;quot; highlight=&amp;quot;38&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
public class PantallaPresentacion implements Screen, InputProcessor{&lt;br /&gt;
	private MeuXogoGame meuxogogame;&lt;br /&gt;
&lt;br /&gt;
    private OrthographicCamera camara2d;&lt;br /&gt;
    private SpriteBatch spritebatch;&lt;br /&gt;
    private static Texture fondo;&lt;br /&gt;
	&lt;br /&gt;
	public PantallaPresentacion(MeuXogoGame meuxogogame){&lt;br /&gt;
		this.meuxogogame=meuxogogame;&lt;br /&gt;
&lt;br /&gt;
		camara2d = new OrthographicCamera();&lt;br /&gt;
		spritebatch = new SpriteBatch();&lt;br /&gt;
		fondo = new Texture(Gdx.files.internal(&amp;quot;GRAFICOS/LIBGDX_itin1_pantallapresentacion.png&amp;quot;));&lt;br /&gt;
		&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public void render(float delta) {&lt;br /&gt;
		// TODO Auto-generated method stub&lt;br /&gt;
		&lt;br /&gt;
		spritebatch.begin();&lt;br /&gt;
		&lt;br /&gt;
		spritebatch.draw(fondo,0,0,Mundo.TAMANO_MUNDO_ANCHO,Mundo.TAMANO_MUNDO_ALTO);&lt;br /&gt;
		&lt;br /&gt;
		spritebatch.end();&lt;br /&gt;
		&lt;br /&gt;
		&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public void resize(int width, int height) {&lt;br /&gt;
		// TODO Auto-generated method stub&lt;br /&gt;
		&lt;br /&gt;
		camara2d.setToOrtho(false, Mundo.TAMANO_MUNDO_ANCHO, Mundo.TAMANO_MUNDO_ALTO);&lt;br /&gt;
		camara2d.update();&lt;br /&gt;
		&lt;br /&gt;
		spritebatch.setProjectionMatrix(camara2d.combined);&lt;br /&gt;
		spritebatch.disableBlending();&lt;br /&gt;
		&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public void show() {&lt;br /&gt;
		// TODO Auto-generated method stub&lt;br /&gt;
		Gdx.input.setInputProcessor(this);&lt;br /&gt;
		&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public void hide() {&lt;br /&gt;
		// TODO Auto-generated method stub&lt;br /&gt;
                // Neste caso non fai falta poñelo xa que imos ser nos o que chamemos a dispose cando cambiemos de pantalla.&lt;br /&gt;
		//dispose();&lt;br /&gt;
		&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public void pause() {&lt;br /&gt;
		// TODO Auto-generated method stub&lt;br /&gt;
		Gdx.input.setInputProcessor(null);&lt;br /&gt;
		&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public void resume() {&lt;br /&gt;
		// TODO Auto-generated method stub&lt;br /&gt;
		Gdx.input.setInputProcessor(this);&lt;br /&gt;
		&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public void dispose() {&lt;br /&gt;
		// TODO Auto-generated method stub&lt;br /&gt;
		Gdx.input.setInputProcessor(null);&lt;br /&gt;
	&lt;br /&gt;
		spritebatch.dispose();&lt;br /&gt;
		fondo.dispose();&lt;br /&gt;
		&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public boolean keyDown(int keycode) {&lt;br /&gt;
		// TODO Auto-generated method stub&lt;br /&gt;
		return false;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public boolean keyUp(int keycode) {&lt;br /&gt;
		// TODO Auto-generated method stub&lt;br /&gt;
		return false;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public boolean keyTyped(char character) {&lt;br /&gt;
		// TODO Auto-generated method stub&lt;br /&gt;
		return false;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public boolean touchDown(int screenX, int screenY, int pointer, int button) {&lt;br /&gt;
		// TODO Auto-generated method stub&lt;br /&gt;
		return false;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public boolean touchUp(int screenX, int screenY, int pointer, int button) {&lt;br /&gt;
		// TODO Auto-generated method stub&lt;br /&gt;
		return false;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public boolean touchDragged(int screenX, int screenY, int pointer) {&lt;br /&gt;
		// TODO Auto-generated method stub&lt;br /&gt;
		return false;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public boolean mouseMoved(int screenX, int screenY) {&lt;br /&gt;
		// TODO Auto-generated method stub&lt;br /&gt;
		return false;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public boolean scrolled(int amount) {&lt;br /&gt;
		// TODO Auto-generated method stub&lt;br /&gt;
		return false;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Liña 38&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Atención:&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;: Na liña 38 temos a seguinte instrución:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;java&amp;quot; line enclose=&amp;quot;div&amp;quot; highlight=&amp;quot;&amp;quot; &amp;gt;&lt;br /&gt;
spritebatch.disableBlending();&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
O que fai dita liña é deshabilitar o uso de transparencias.&lt;br /&gt;
Isto o facemos nesta pantalla xa que o fondo da mesma ocupa todo e non imos engadir novos gráficos que teñan transparencias.&lt;br /&gt;
&lt;br /&gt;
No resto de pantallas (como a de Marcadores) imos escribir texto que vai ter transperencias polo que dita orde non se debe poñer ou se a poñemos (por ter un fondo por exemplo) deberemos chamar a orde contraria (spritebatch.enableBlending()) antes de debuxar o gráfico con transparencias.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Modificamos agora a clase principal &amp;#039;&amp;#039;&amp;#039;MeuXogoGame&amp;#039;&amp;#039;&amp;#039; para que chame á nova pantalla...&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Código da clase MeuXogoGame&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Obxectivo:&amp;#039;&amp;#039;&amp;#039; chama á pantalla principal.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;java&amp;quot; line enclose=&amp;quot;div&amp;quot; highlight=&amp;quot;9&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
public class MeuXogoGame extends Game {&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
	@Override&lt;br /&gt;
	public void create() {&lt;br /&gt;
		// TODO Auto-generated method stub&lt;br /&gt;
		&lt;br /&gt;
		AssetsXogo.cargarTexturas();&lt;br /&gt;
		setScreen(new PantallaPresentacion(this));&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public void dispose(){&lt;br /&gt;
		super.dispose();&lt;br /&gt;
&lt;br /&gt;
		AssetsXogo.liberarTexturas();&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Agora temos que comprobar se pulsamos cada unha das opcións (botóns) e obrar en consecuencia. &lt;br /&gt;
Debemos crear un rectángulo por cada unha das opcións (xa visto na [http://manuais.iessanclemente.net/index.php?title=LIBGDX_As_colisions sección das colisións]) e comprobar se o dedo toca cada unha delas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;TAREFA 2.10 A FACER:&amp;#039;&amp;#039;&amp;#039; Esta parte está asociada á realización dunha tarefa.  &lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
==Facendo pause==&lt;br /&gt;
&lt;br /&gt;
En case todos os xogos podemos facer un pause do xogo para seguir posteriormente así como a opción de saír.&lt;br /&gt;
&lt;br /&gt;
No caso do pause temos dúas opcións:&lt;br /&gt;
&lt;br /&gt;
* Quedarnos na mesma pantalla e no caso de que o xogo pase ó estado de pause debuxar un gráfico no centro da pantalla que indique que está en pause. &lt;br /&gt;
&lt;br /&gt;
Para esta opción só teríamos que &amp;#039;&amp;#039;&amp;#039;non chamar&amp;#039;&amp;#039;&amp;#039; ó método controladorXogo.update(delta) dentro do método render da clase PantallaXogo. Desta forma ningún personaxe se moverá. Teríamos que cambiar a variable booleana pause a true e facela static e public para que dende a clase RendererXogo poidamos verificar o seu valor e no caso de que valga true poñer o gráfico de pause no centro da pantalla.&lt;br /&gt;
Teríamos que controlar o método touchdown para que no caso de estar en pause e tocar a pantalla volver a poñer o valor a false.&lt;br /&gt;
&lt;br /&gt;
* Cambiar de pantalla e que ó premer volvamos ó xogo no punto onde o deixamos.&lt;br /&gt;
&lt;br /&gt;
Para esta segunda opción imos modificar a clase PantallaPause para cargar o seguinte gráfico:&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Imagen:LIBGDX_itin1_pantallapause.jpg | 400px | center ]]&lt;br /&gt;
&lt;br /&gt;
Levade este gráfico ó cartafol assets/GRAFICOS da versión Android e dádelle de nome LIBGDX_itin1_pantallapause.jpg.&lt;br /&gt;
&lt;br /&gt;
Modificade o código da clase PantallaPause para que cargue o gráfico anterior.&lt;br /&gt;
&lt;br /&gt;
Lembrar incluír a interface InputProcessor como xa vimos [http://manuais.iessanclemente.net/index.php?title=LIBGDX_As_interfaces_para_capturar_eventos anteriormente].&lt;br /&gt;
&lt;br /&gt;
Tamén deberedes liberar os recursos cando pase polo método hide (chamar ó método dispose nese intre e liberade a textura e o spritebach).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Preparando a clase PantallaXogo e RendererXogo&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
Modificamos agora o código da RendererXogo para que visualice dúas iconas na parte inferior esquerda.&lt;br /&gt;
&lt;br /&gt;
Aquí temos os gráficos a engadir no cartafol assets/GRAFICOS/CONTROIS da versión Android:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;Iconas pausa e saír&amp;quot; widths=&amp;quot;200&amp;quot; heights=&amp;quot;200px&amp;quot; perrow=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
Image:LIBGDX_itin1_pausa.png| LIBGDX_itin1_pausa.png (texturePausa).&lt;br /&gt;
Image:LIBGDX_itin1_sair.png| LIBGDX_itin1_sair.png (textureSair).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Como sempre os cargarmos na clase AssetsXogo cos nome indicados entre parénteses.&lt;br /&gt;
&lt;br /&gt;
Despois modificamos a clase RendererXogo para que debuxe os novos controis. Como imos ter que indicar onde debuxalos podemos definir a súa posición e tamaño na clase Controis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Código da clase Controis&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Obxectivo:&amp;#039;&amp;#039;&amp;#039; definir posición e tamaño das iconas pausa e saír.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;java&amp;quot; line enclose=&amp;quot;div&amp;quot; highlight=&amp;quot;8-9&amp;quot; &amp;gt;&lt;br /&gt;
public class Controis {&lt;br /&gt;
&lt;br /&gt;
	public final static Rectangle FONDO_NEGRO = new Rectangle(0, 0,&lt;br /&gt;
			Mundo.TAMANO_MUNDO_ANCHO, 12);&lt;br /&gt;
	public final static Rectangle CONTROL = new Rectangle(10, 40, 50, 70);	&lt;br /&gt;
	public final static int POSVIDAS = 60;&lt;br /&gt;
&lt;br /&gt;
	public final static Rectangle CONTROL_PAUSE = new Rectangle(30,0,10,10);&lt;br /&gt;
	public final static Rectangle CONTROL_SAIR = new Rectangle(45,0,10,10);&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Código da clase RendererXogo&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Obxectivo:&amp;#039;&amp;#039;&amp;#039; visualiza as iconas pausa e saír.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;java&amp;quot; line enclose=&amp;quot;div&amp;quot; highlight=&amp;quot;8-10&amp;quot; &amp;gt;&lt;br /&gt;
	private void debuxarControis(){&lt;br /&gt;
		&lt;br /&gt;
		// Fondo negro&lt;br /&gt;
		spritebatch.draw(AssetsXogo.texturePuntoNegro, Controis.FONDO_NEGRO.x,Controis.FONDO_NEGRO.y,Controis.FONDO_NEGRO.width,Controis.FONDO_NEGRO.height);&lt;br /&gt;
&lt;br /&gt;
		spritebatch.draw(AssetsXogo.control, Controis.CONTROL.x,Controis.CONTROL.y,&lt;br /&gt;
		         Controis.CONTROL.width,Controis.CONTROL.height);&lt;br /&gt;
&lt;br /&gt;
		spritebatch.draw(AssetsXogo.texturePausa, Controis.CONTROL_PAUSE.x,Controis.CONTROL_PAUSE.y,Controis.CONTROL_PAUSE.width,Controis.CONTROL_PAUSE.height);&lt;br /&gt;
		spritebatch.draw(AssetsXogo.textureSair, Controis.CONTROL_SAIR.x,Controis.CONTROL_SAIR.y,Controis.CONTROL_SAIR.width,Controis.CONTROL_SAIR.height);&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Agora controlamos se prememos a opción de pausa e saír.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Código da clase PantallaXogo&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Obxectivo:&amp;#039;&amp;#039;&amp;#039; xestionamos a opción de premer pausa e saír.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;java&amp;quot; line enclose=&amp;quot;div&amp;quot; highlight=&amp;quot;16-19,21-25&amp;quot; &amp;gt;&lt;br /&gt;
	@Override&lt;br /&gt;
	public boolean touchDown(int screenX, int screenY, int pointer, int button) {&lt;br /&gt;
		&lt;br /&gt;
//		if (Gdx.app.getType()!=ApplicationType.Android) return false;&lt;br /&gt;
		&lt;br /&gt;
		// TODO Auto-generated method stub&lt;br /&gt;
		Vector3 vecTemporal = new Vector3(screenX,screenY,0);&lt;br /&gt;
		rendererXogo.getCamara2d().unproject(vecTemporal);&lt;br /&gt;
		&lt;br /&gt;
                Rectangle recTemporal = new Rectangle();&lt;br /&gt;
&lt;br /&gt;
                ...........................&lt;br /&gt;
                // Falta o código feito na tarefa 2.8.B no que se controla cando prememos no control do alien&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
		recTemporal.set(Controis.CONTROL_PAUSE.x,Controis.CONTROL_PAUSE.y,Controis.CONTROL_PAUSE.width,Controis.CONTROL_PAUSE.height);&lt;br /&gt;
		if (Intersector.overlaps(dedo, recTemporal)){&lt;br /&gt;
			pause = true;&lt;br /&gt;
		}&lt;br /&gt;
		&lt;br /&gt;
		recTemporal.set(Controis.CONTROL_SAIR.x,Controis.CONTROL_SAIR.y,Controis.CONTROL_SAIR.width,Controis.CONTROL_SAIR.height);&lt;br /&gt;
		if (Intersector.overlaps(dedo, recTemporal)){&lt;br /&gt;
			dispose();&lt;br /&gt;
			meuXogoGame.setScreen(new PantallaPresentacion(meuXogoGame));&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		&lt;br /&gt;
		&lt;br /&gt;
		return false;&lt;br /&gt;
	}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Como podemos comprobar a opción de saír non ten complicación, xa a temos vista na tarefa 2.10.&lt;br /&gt;
A chamada ó método dispose non se atopa no método hide xa que cando vaiamos á pantalla de pausa non queremos &amp;#039;borrar&amp;#039; nada do xogo. Queremos ir con todo o estado do xogo e recuperalo ó volver.&lt;br /&gt;
&lt;br /&gt;
Como facemos isto ?&lt;br /&gt;
Como sempre temos varias opcións...Algunha delas:&lt;br /&gt;
&lt;br /&gt;
* Poderíamos gardar o estado do xogo a disco e recuperalo ó volver. Esta opción non é aconsellable nunha pantalla de pausa e si no caso de querer gardar a partida para continuar outro día (neste xogo non ten moito sentido).&lt;br /&gt;
&lt;br /&gt;
* Mandar como parámetro ó constructor da clase PantallaPause o obxecto da clase PantallaXogo desta forma:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Código da clase PantallaPause&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Obxectivo:&amp;#039;&amp;#039;&amp;#039; modifcamos o constructor para obter unha referencia á PantallaXogo.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;java&amp;quot; line enclose=&amp;quot;div&amp;quot; highlight=&amp;quot;3,5,8&amp;quot; &amp;gt;&lt;br /&gt;
public class PantallaPause implements Screen, InputProcessor{&lt;br /&gt;
        ..............&lt;br /&gt;
        private PantallaXogo pantallaXogo;&lt;br /&gt;
    &lt;br /&gt;
	public PantallaPause(MeuXogoGame meuXogoGame, PantallaXogo pantallaXogo){&lt;br /&gt;
		&lt;br /&gt;
		this.meuxogogame=meuxogogame;&lt;br /&gt;
		this.pantallaXogo = pantallaXogo;&lt;br /&gt;
&lt;br /&gt;
		camara2d = new OrthographicCamera();&lt;br /&gt;
		spritebatch = new SpriteBatch();&lt;br /&gt;
		fondo = new Texture(Gdx.files.internal(&amp;quot;GRAFICOS/LIBGDX_itin1_pantallapause.png&amp;quot;));&lt;br /&gt;
		&lt;br /&gt;
	}&lt;br /&gt;
        ..............&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Agora no método render da clase PantallaXogo controlamos cando estamos en pause para mandar o control á PantallaPause:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Código da clase PantallaXogo&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Obxectivo:&amp;#039;&amp;#039;&amp;#039; controlamos se estamos en pause para ir á PantallaPause.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;java&amp;quot; line enclose=&amp;quot;div&amp;quot; highlight=&amp;quot;8-11&amp;quot; &amp;gt;&lt;br /&gt;
	@Override&lt;br /&gt;
	public void render(float delta) {&lt;br /&gt;
		// TODO Auto-generated method stub&lt;br /&gt;
&lt;br /&gt;
		rendererXogo.render(delta);&lt;br /&gt;
		controladorXogo.update(delta);&lt;br /&gt;
		&lt;br /&gt;
		if (pause){&lt;br /&gt;
			meuXogoGame.setScreen(new PantallaPause(meuXogoGame, this));&lt;br /&gt;
			return;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Nota importante:&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; Debemos facer return despois de chamar a setScreen, xa que a pesar que o control pasa a nova pantalla, se sigue executando o código do método render ata finalizar. Se temos código a continuación podemos ter un erro de execución.&lt;br /&gt;
&lt;br /&gt;
Fixarse como no método setScreen enviamos non só a referencia a clase MeuXogoGame (para poder facer o setScreen) se non tamén unha referencia á propia clase PantallaXogo.&lt;br /&gt;
&lt;br /&gt;
Agora só temos que controlar se se preme na pantalla PantallaPause volver ó control á PantallaXogo, pero usando a referencia pasada.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Código da clase PantallaPause&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Obxectivo:&amp;#039;&amp;#039;&amp;#039; devolvemos o control á PantallaXogo se prememos na pantalla.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;java&amp;quot; line enclose=&amp;quot;div&amp;quot; highlight=&amp;quot;4&amp;quot; &amp;gt;&lt;br /&gt;
	@Override&lt;br /&gt;
	public boolean touchDown(int screenX, int screenY, int pointer, int button) {&lt;br /&gt;
		// TODO Auto-generated method stub&lt;br /&gt;
		meuxogogame.setScreen(pantallaXogo);&lt;br /&gt;
		return false;&lt;br /&gt;
	}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Se executades o código podedes comprobar que xa accedemos á pantalla de pausa cando prememos sobre o control, pero ó intentar continuar o xogo volve á pantalla de pausa. Isto é debido a que a variable pause segue valendo true cando regresamos e polo tanto volve a facer o setScreen da pantalla de pause.&lt;br /&gt;
&lt;br /&gt;
Imos modificar isto para que o xogo cando entre en estado de pause (ó premer o botón de pause ou cando minimizamos (en desktop) ou cambiamos de aplicación (en móbil) ) poñamos a variable a true e cando volvamos (maximicemos ou volvamos nun móbil) cambie a false.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Código da clase PantallaXogo&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Obxectivo:&amp;#039;&amp;#039;&amp;#039; modificar a propiedade pause.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;java&amp;quot; line enclose=&amp;quot;div&amp;quot; highlight=&amp;quot;7-9,17,24&amp;quot; &amp;gt;&lt;br /&gt;
        ................&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public void pause() {&lt;br /&gt;
		// TODO Auto-generated method stub&lt;br /&gt;
		Gdx.input.setInputProcessor(null);&lt;br /&gt;
		if (!finXogo) {&lt;br /&gt;
			pause = true;&lt;br /&gt;
		}&lt;br /&gt;
		&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public void resume() {&lt;br /&gt;
		// TODO Auto-generated method stub&lt;br /&gt;
		Gdx.input.setInputProcessor(this);&lt;br /&gt;
		pause=false;&lt;br /&gt;
		&lt;br /&gt;
	}&lt;br /&gt;
	@Override&lt;br /&gt;
	public void show() {&lt;br /&gt;
		// TODO Auto-generated method stub&lt;br /&gt;
		Gdx.input.setInputProcessor(this);&lt;br /&gt;
		pause=false;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
        ................&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nota:&amp;lt;/u&amp;gt; Fixarse como cando facemos a pausa do xogo minimizando a aplicación na versión desktop, pasamos polo evento pause, pero cando restauramos, non pasamos polo evento resume xa que cambiamos de pantalla (estamos na pantalla de pausa). Cando dende a pantalla de pausa chamamos ó método setScreen volvemos a pasar polo evento show.&lt;br /&gt;
&lt;br /&gt;
==Saíndo do xogo==&lt;br /&gt;
&lt;br /&gt;
Ó premer a icona de saír debemos ir á pantalla de presentación. &lt;br /&gt;
Tamén imos engadir outra condición e é que se utilizamos máis de 15 vidas o xogo acaba.&lt;br /&gt;
&lt;br /&gt;
Lembrar que temos que liberar os recursos.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Código da clase PantallaXogo&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Obxectivo:&amp;#039;&amp;#039;&amp;#039; Xestionar o fin do xogo. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;java&amp;quot; line enclose=&amp;quot;div&amp;quot; highlight=&amp;quot;8-9,17-21,34-38&amp;quot; &amp;gt;&lt;br /&gt;
	@Override&lt;br /&gt;
	public void render(float delta) {&lt;br /&gt;
		// TODO Auto-generated method stub&lt;br /&gt;
&lt;br /&gt;
		rendererXogo.render(delta);&lt;br /&gt;
		controladorXogo.update(delta);&lt;br /&gt;
		&lt;br /&gt;
		if (meuMundo.getAlien().getNumVidas().size&amp;gt;=15)&lt;br /&gt;
			finXogo=true;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
		if (pause){&lt;br /&gt;
			Audio.stopMusica();&lt;br /&gt;
			meuXogoGame.setScreen(new PantallaPause(meuXogoGame, this));&lt;br /&gt;
			return;&lt;br /&gt;
		}&lt;br /&gt;
		if (finXogo){&lt;br /&gt;
			meuXogoGame.setScreen(new PantallaMarcadores(meuXogoGame));&lt;br /&gt;
			// Facemos o return xa que continua a execución ata que remate o render.&lt;br /&gt;
			return;&lt;br /&gt;
		}&lt;br /&gt;
		&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public boolean touchDown(int screenX, int screenY, int pointer, int button) {&lt;br /&gt;
		&lt;br /&gt;
		vecTemporal.set(screenX,screenY,0);&lt;br /&gt;
		rendererXogo.getCamara2d().unproject(vecTemporal);&lt;br /&gt;
		&lt;br /&gt;
		dedo.set(vecTemporal.x,vecTemporal.y,2);&lt;br /&gt;
                ..................&lt;br /&gt;
&lt;br /&gt;
				recTemporal.set(Controis.CONTROL_SAIR.x,Controis.CONTROL_SAIR.y,Controis.CONTROL_SAIR.width,Controis.CONTROL_SAIR.height);&lt;br /&gt;
		if (Intersector.overlaps(dedo, recTemporal)){&lt;br /&gt;
			sair=true;&lt;br /&gt;
			meuXogoGame.setScreen(new PantallaPresentacion(meuXogoGame));&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		&lt;br /&gt;
		&lt;br /&gt;
		return false;&lt;br /&gt;
	}&lt;br /&gt;
	@Override&lt;br /&gt;
	public void hide() {&lt;br /&gt;
		// TODO Auto-generated method stub&lt;br /&gt;
		if ((finXogo) || (sair)) dispose();&lt;br /&gt;
		&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; -- [[Usuario:angelfg|Ángel D. Fernández González]] -- (2015).&lt;/div&gt;</summary>
		<author><name>Wiki</name></author>
		
	</entry>
</feed>