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	<id>https://wiki.cifprodolfoucha.es/index.php?action=history&amp;feed=atom&amp;title=LIBGDX_Scene</id>
	<title>LIBGDX Scene - Historial de revisiones</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.cifprodolfoucha.es/index.php?action=history&amp;feed=atom&amp;title=LIBGDX_Scene"/>
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	<updated>2026-10-18T08:21:04Z</updated>
	<subtitle>Historial de revisiones de esta página en el wiki</subtitle>
	<generator>MediaWiki 1.34.2</generator>
	<entry>
		<id>https://wiki.cifprodolfoucha.es/index.php?title=LIBGDX_Scene&amp;diff=1062&amp;oldid=prev</id>
		<title>Wiki: /* Actores */</title>
		<link rel="alternate" type="text/html" href="https://wiki.cifprodolfoucha.es/index.php?title=LIBGDX_Scene&amp;diff=1062&amp;oldid=prev"/>
		<updated>2016-06-19T10:14:18Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Actores&lt;/span&gt;&lt;/span&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 10:14 19 jun 2016&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-l167&quot; &gt;Línea 167:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Línea 167:&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;&amp;lt;font size=&amp;quot;small&amp;quot;&amp;gt;&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;&amp;lt;font size=&amp;quot;small&amp;quot;&amp;gt;&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;div&gt;&amp;lt;center&amp;gt;http://opengameart.org/content/spaceship-2&amp;lt;/center&amp;gt;&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;&amp;lt;center&amp;gt;http://opengameart.org/content/spaceship-2&amp;lt;/center&amp;gt;&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;&amp;lt;center&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;::&lt;/del&gt;Gráficos: PlatForge project, art by Stafford McIntyre&amp;lt;/center&amp;gt;&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;&amp;lt;center&amp;gt;Gráficos: PlatForge project, art by Stafford McIntyre&amp;lt;/center&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&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;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;/font&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&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; &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;div&gt;:Descargádea e levala ó cartafol assets da versión Android.&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;:Descargádea e levala ó cartafol assets da versión Android.&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;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;/font&amp;gt;&lt;/del&gt;&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; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&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; &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;Para engadir un Actor ó Stage primeiro temos que definilo.&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;Para engadir un Actor ó Stage primeiro temos que definilo.&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_Scene&amp;diff=1061&amp;oldid=prev</id>
		<title>Wiki: /* Actores */</title>
		<link rel="alternate" type="text/html" href="https://wiki.cifprodolfoucha.es/index.php?title=LIBGDX_Scene&amp;diff=1061&amp;oldid=prev"/>
		<updated>2016-06-19T10:13:44Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Actores&lt;/span&gt;&lt;/span&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 10:13 19 jun 2016&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-l165&quot; &gt;Línea 165:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Línea 165:&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;[[Imagen:LIBGDX_itin1_nave.png|200px|center]]&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;[[Imagen:LIBGDX_itin1_nave.png|200px|center]]&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; &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;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;font size=&amp;quot;small&amp;quot;&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&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;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;center&amp;gt;http://opengameart.org/content/spaceship-2&amp;lt;/center&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&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;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;center&amp;gt;::Gráficos: PlatForge project, art by Stafford McIntyre&amp;lt;/center&amp;gt;&lt;/ins&gt;&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;div&gt;:Descargádea e levala ó cartafol assets da versión Android.&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;:Descargádea e levala ó cartafol assets da versión Android.&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; &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;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;/font&amp;gt;&lt;/ins&gt;&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;Para engadir un Actor ó Stage primeiro temos que definilo.&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;Para engadir un Actor ó Stage primeiro temos que definilo.&lt;/div&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-l328&quot; &gt;Línea 328:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Línea 330:&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;}&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;}&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;&amp;lt;/syntaxhighlight&amp;gt;  &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;&amp;lt;/syntaxhighlight&amp;gt;&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; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&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 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;===Accións nos Actores===&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;===Accións nos Actores===&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_Scene&amp;diff=556&amp;oldid=prev</id>
		<title>Wiki en 21:01 13 dic 2015</title>
		<link rel="alternate" type="text/html" href="https://wiki.cifprodolfoucha.es/index.php?title=LIBGDX_Scene&amp;diff=556&amp;oldid=prev"/>
		<updated>2015-12-13T21:01:49Z</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 21:01 13 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-l13&quot; &gt;Línea 13:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Línea 13:&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 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;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&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;/&lt;/del&gt;LIBGDX_Scene_UI nun punto anterior] o uso do Scene2D pero aplicado ó deseño de interface para o usuario.&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;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&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;?title=&lt;/ins&gt;LIBGDX_Scene_UI nun punto anterior] o uso do Scene2D pero aplicado ó deseño de interface para o usuario.&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;&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Nota:&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; É importante ter lido o punto anterior xa que imos poñer código xa explicado no mesmo.&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;&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Nota:&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; É importante ter lido o punto anterior xa que imos poñer código xa explicado no mesmo.&lt;/div&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-l30&quot; &gt;Línea 30:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Línea 30:&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;Dende hai pouco, podemos determinar o aspecto que vai manter o viewport cando hai un cambio de resolución ou se visualizamos o xogo nun dispositivo cunha resolución diferente á deseñada.&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;Dende hai pouco, podemos determinar o aspecto que vai manter o viewport cando hai un cambio de resolución ou se visualizamos o xogo nun dispositivo cunha resolución diferente á deseñada.&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;&amp;lt;u&amp;gt;Nota:&amp;lt;/u&amp;gt; Lembrar que xa vimos os problemas de manter a relación de aspecto [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&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;/&lt;/del&gt;LIBGDX_A_c%C3%A1mara_2D#O_tama.C3.B1o_da_pantalla._A_relaci.C3.B3n_de_aspecto neste punto].&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;&amp;lt;u&amp;gt;Nota:&amp;lt;/u&amp;gt; Lembrar que xa vimos os problemas de manter a relación de aspecto [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&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;?title=&lt;/ins&gt;LIBGDX_A_c%C3%A1mara_2D#O_tama.C3.B1o_da_pantalla._A_relaci.C3.B3n_de_aspecto neste punto].&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;No [https://github.com/libgdx/libgdx/wiki/Viewports enlace anterior] ven perfectamente explicado os diferentes viewports e o efecto que podemos conseguir con cada un.&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;No [https://github.com/libgdx/libgdx/wiki/Viewports enlace anterior] ven perfectamente explicado os diferentes viewports e o efecto que podemos conseguir con cada un.&lt;/div&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-l213&quot; &gt;Línea 213:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Línea 213:&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;Como esta forma é bastante complexa, podemos facer uso dunha variante que consiste en utilizar como primeiro parámetro unha TextureRegion en vez dunha Texture.&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;Como esta forma é bastante complexa, podemos facer uso dunha variante que consiste en utilizar como primeiro parámetro unha TextureRegion en vez dunha Texture.&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;Lembrar que as TextureRegion están explicadas no [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&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;/&lt;/del&gt;LIBGDX_TextureAtlas punto TextureAtlas].&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 que as TextureRegion están explicadas no [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&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;?title=&lt;/ins&gt;LIBGDX_TextureAtlas punto TextureAtlas].&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;Se decidimos facelo desta forma, debemos de ter unha TextureRegion:&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;Se decidimos facelo desta forma, debemos de ter unha TextureRegion:&lt;/div&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-l238&quot; &gt;Línea 238:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Línea 238:&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;Porque teríamos que elixir este método ?&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;Porque teríamos que elixir este método ?&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;Veremos posteriormente (e xa vimos no [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&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;/&lt;/del&gt;LIBGDX_Scene_UI#Eventos_e_Acci.C3.B3ns punto do Stage2D UI]) que ós actores imos poder asociarlles accións.&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;Veremos posteriormente (e xa vimos no [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&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;?title=&lt;/ins&gt;LIBGDX_Scene_UI#Eventos_e_Acci.C3.B3ns punto do Stage2D UI]) que ós actores imos poder asociarlles accións.&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;div&gt;Se eu asocio unha acción que só mova a Texture/TextureRegion chegaría con poñer:&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;Se eu asocio unha acción que só mova a Texture/TextureRegion chegaría con poñer:&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;div&gt;          batch.draw(textura,getX(),getY(),getWidth(),getHeight());&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;          batch.draw(textura,getX(),getY(),getWidth(),getHeight());&lt;/div&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-l482&quot; &gt;Línea 482:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Línea 482:&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;O Stage xestiona os eventos que se producen entre os actores que o conforman.&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;O Stage xestiona os eventos que se producen entre os actores que o conforman.&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;No que se refire á xestión dos choques entre elementos, poderíamos xestionar os eventos como [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&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;/&lt;/del&gt;LIBGDX_As_colisions fixemos no desenvolvemento do xogo], facendo uso da clase Intersector como vimos 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;No que se refire á xestión dos choques entre elementos, poderíamos xestionar os eventos como [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&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;?title=&lt;/ins&gt;LIBGDX_As_colisions fixemos no desenvolvemento do xogo], facendo uso da clase Intersector como vimos 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;div&gt;Teríamos que percorrer todos os actores que conforman o Stage e comprobar se chocan entre eles ou con outros personaxes que non sexan Actor´s.&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;Teríamos que percorrer todos os actores que conforman o Stage e comprobar se chocan entre eles ou con outros personaxes que non sexan Actor´s.&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 colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l548&quot; &gt;Línea 548:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Línea 548:&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 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;* Se necesitamos xestionar os eventos da forma tradicional (cunha interface InputProcessor ou GestureListener) teremos que engadir as dúas formas como [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&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;/&lt;/del&gt;LIBGDX_Xestion_Eventos_GestureListener#Xestionando_m.C3.BAltiples_interfaces_de_eventos vimos neste apartado].&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;* Se necesitamos xestionar os eventos da forma tradicional (cunha interface InputProcessor ou GestureListener) teremos que engadir as dúas formas como [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&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;?title=&lt;/ins&gt;LIBGDX_Xestion_Eventos_GestureListener#Xestionando_m.C3.BAltiples_interfaces_de_eventos vimos neste apartado].&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-l895&quot; &gt;Línea 895:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Línea 895:&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 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;&amp;lt;br&amp;gt; -- [[Usuario:angelfg|Angel D. Fernández González]] -- (&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;2014&lt;/del&gt;).&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;&amp;lt;br&amp;gt; -- [[Usuario:angelfg|Angel D. Fernández González]] -- (&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;2015&lt;/ins&gt;).&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_Scene&amp;diff=553&amp;oldid=prev</id>
		<title>Wiki: Página creada con «&lt;span style=&quot;font-size:150%;&quot;&gt;UNIDADE 3: Scene2D&lt;/span&gt;   ===Introdución===   Información na wiki: https://github.com/libgdx/libgdx/wiki/Scene2d  Clase utilizadas:  * [ht...»</title>
		<link rel="alternate" type="text/html" href="https://wiki.cifprodolfoucha.es/index.php?title=LIBGDX_Scene&amp;diff=553&amp;oldid=prev"/>
		<updated>2015-12-13T20:57:03Z</updated>

		<summary type="html">&lt;p&gt;Página creada con «&amp;lt;span style=&amp;quot;font-size:150%;&amp;quot;&amp;gt;UNIDADE 3: Scene2D&amp;lt;/span&amp;gt;   ===Introdución===   Información na wiki: https://github.com/libgdx/libgdx/wiki/Scene2d  Clase utilizadas:  * [ht...»&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 3: Scene2D&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Introdución===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Información na wiki: https://github.com/libgdx/libgdx/wiki/Scene2d&lt;br /&gt;
&lt;br /&gt;
Clase utilizadas:&lt;br /&gt;
&lt;br /&gt;
* [http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/Stage.html Clase Stage]&lt;br /&gt;
* [http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/Actor.html Clase Actor]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Xa vimos [http://manuais.iessanclemente.net/index.php/LIBGDX_Scene_UI nun punto anterior] o uso do Scene2D pero aplicado ó deseño de interface para o usuario.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Nota:&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; É importante ter lido o punto anterior xa que imos poñer código xa explicado no mesmo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Neste parte imos ver como aplicar o Scene2D pero aplicado o desenvolvemento dun xogo (sobre as personaxes que integran o xogo).&lt;br /&gt;
&lt;br /&gt;
O Scene é outra forma de xestionar os elementos gráficos nun xogo. Basease no uso de Actor´s. Cada Actor ven ser un elemento gráfico do xogo sobre o cal queremos ter algún control. Permite debuxar e xestionar o control do elemento dentro da propia clase Actor (mestura Modelo-Vista-Controlador). Fai que o seu control sexa moi sinxelo e como característica que a min máis me gosta, ten a posibilidade de asociar a cada Actor unha serie de accións. As accións poden afectar ó seu aspecto (deformalo, cambiarlle a cor,....) como a súa posición,... Ditas accións pódense programar para que vaian unha detrás doutra, en paralelo, que se executen despois dun tempo, que se repitan....&lt;br /&gt;
&lt;br /&gt;
===Scene e o viewport===&lt;br /&gt;
&lt;br /&gt;
Información adicional: https://github.com/libgdx/libgdx/wiki/Viewports&lt;br /&gt;
&lt;br /&gt;
Ó igual que sucedía cando deseñamos un xogo, imos necesitar o uso dunha cámara.&amp;lt;br/&amp;gt;&lt;br /&gt;
O Stage incorpora a súa propia cámara na que podemos definir o viewport.&amp;lt;br/&amp;gt;&lt;br /&gt;
Dende hai pouco, podemos determinar o aspecto que vai manter o viewport cando hai un cambio de resolución ou se visualizamos o xogo nun dispositivo cunha resolución diferente á deseñada.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nota:&amp;lt;/u&amp;gt; Lembrar que xa vimos os problemas de manter a relación de aspecto [http://manuais.iessanclemente.net/index.php/LIBGDX_A_c%C3%A1mara_2D#O_tama.C3.B1o_da_pantalla._A_relaci.C3.B3n_de_aspecto neste punto].&lt;br /&gt;
&lt;br /&gt;
No [https://github.com/libgdx/libgdx/wiki/Viewports enlace anterior] ven perfectamente explicado os diferentes viewports e o efecto que podemos conseguir con cada un.&lt;br /&gt;
&lt;br /&gt;
O proceso é o seguinte:&lt;br /&gt;
&lt;br /&gt;
* Creamos o tipo de viewport que queremos e o asinamos o Stage.&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;
	private Stage stage;&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public void create () {&lt;br /&gt;
&lt;br /&gt;
		FitViewport fitViewPort = new FitViewport(480,800);&lt;br /&gt;
		stage = new Stage();&lt;br /&gt;
		stage.setViewport(fitViewPort);&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nota:&amp;lt;/u&amp;gt; Có new FitViewport estamos a crear unha nova cámara ortográfica.&lt;br /&gt;
&lt;br /&gt;
* Agora actualizamos o viewport de acordo á resolución do dispositivo, pero como estamos a utilizar un Viewport que mantén a proporción de aspecto, aparecerán barras no lateral en caso de aumentar de tamaño a pantalla.&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;
	@Override&lt;br /&gt;
	public void resize(int width, int height) {&lt;br /&gt;
	// TODO Auto-generated method stub&lt;br /&gt;
		stage.getViewport().update(width, height, true);&lt;br /&gt;
	}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nota:&amp;lt;/u&amp;gt; Dependendo do xogo, o terceiro parámetro será false, xa que poñendo true facemos que a cámara se sitúe no centro da pantalla.&lt;br /&gt;
&lt;br /&gt;
Un exemplo completo:&lt;br /&gt;
&lt;br /&gt;
* Deberedes descargar este arquivo e descomprimir o arquivo no cartafol assets da versión Android: [[Media:LIBGDX_stage2dui.zip]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;C¢digo da clase Stage2D &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; Amosar o uso dun viewport no stage.&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;
import com.badlogic.gdx.ApplicationAdapter;&lt;br /&gt;
import com.badlogic.gdx.Gdx;&lt;br /&gt;
import com.badlogic.gdx.assets.AssetManager;&lt;br /&gt;
import com.badlogic.gdx.graphics.Color;&lt;br /&gt;
import com.badlogic.gdx.graphics.GL20;&lt;br /&gt;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;&lt;br /&gt;
import com.badlogic.gdx.scenes.scene2d.Stage;&lt;br /&gt;
import com.badlogic.gdx.scenes.scene2d.ui.Label;&lt;br /&gt;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;&lt;br /&gt;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;&lt;br /&gt;
import com.badlogic.gdx.utils.viewport.FillViewport;&lt;br /&gt;
&lt;br /&gt;
public class Stage2D extends ApplicationAdapter {&lt;br /&gt;
   &lt;br /&gt;
	private AssetManager assetManager;&lt;br /&gt;
	private Skin skin;&lt;br /&gt;
	private Stage stage;&lt;br /&gt;
	&lt;br /&gt;
	&lt;br /&gt;
	@Override&lt;br /&gt;
	public void create () {&lt;br /&gt;
&lt;br /&gt;
		assetManager = new AssetManager();&lt;br /&gt;
		assetManager.load(&amp;quot;uiskin.atlas&amp;quot;,TextureAtlas.class);&lt;br /&gt;
		assetManager.finishLoading();&lt;br /&gt;
		TextureAtlas atlas = assetManager.get(&amp;quot;uiskin.atlas&amp;quot;, TextureAtlas.class);&lt;br /&gt;
		skin = new Skin(Gdx.files.internal(&amp;quot;uiskin.json&amp;quot;), atlas); // Cargamos os estilos&lt;br /&gt;
	&lt;br /&gt;
		FitViewport fitViewPort = new FitViewport(480,800);&lt;br /&gt;
		stage = new Stage();&lt;br /&gt;
		stage.setViewport(fitViewPort);&lt;br /&gt;
		&lt;br /&gt;
		Gdx.input.setInputProcessor(stage);&lt;br /&gt;
		&lt;br /&gt;
		cargarElementosGraficos();&lt;br /&gt;
		&lt;br /&gt;
&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	private void cargarElementosGraficos(){&lt;br /&gt;
		&lt;br /&gt;
		Label titulo = new Label(&amp;quot;Texto de exemplo&amp;quot;,skin);&lt;br /&gt;
		titulo.setColor(Color.RED);&lt;br /&gt;
		titulo.setFontScale(2);&lt;br /&gt;
		titulo.setBounds(0, 50, Gdx.graphics.getWidth(), 10);&lt;br /&gt;
		&lt;br /&gt;
		TextButton boton = new TextButton(&amp;quot;Premer aquí&amp;quot;, skin);&lt;br /&gt;
		boton.setPosition(0,100);&lt;br /&gt;
		stage.addActor(boton);&lt;br /&gt;
		stage.addActor(titulo);&lt;br /&gt;
		&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public void render() {&lt;br /&gt;
		Gdx.gl.glClearColor(1, 1, 1, 1);&lt;br /&gt;
		Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);&lt;br /&gt;
		&lt;br /&gt;
		stage.act(Gdx.graphics.getDeltaTime());&lt;br /&gt;
		stage.draw();&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;
		stage.getViewport().update(width, height, true);&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	@Override&lt;br /&gt;
	public void dispose() {&lt;br /&gt;
&lt;br /&gt;
		Gdx.input.setInputProcessor(null);&lt;br /&gt;
		assetManager.dispose();&lt;br /&gt;
		skin.dispose();&lt;br /&gt;
		&lt;br /&gt;
		stage.dispose();&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Actores===&lt;br /&gt;
&lt;br /&gt;
Unha vez temos decidido o tipo de cámara/relación de aspecto que queremos ter no xogo necesitamos engadir as personaxes ó Stage.&lt;br /&gt;
&lt;br /&gt;
Cada personaxe en Stage denomínase Actor.&lt;br /&gt;
&lt;br /&gt;
Un Actor terá información sobre a súa posición (getPosition/setPosition), tamaño (setSize/getSize) e textura asociada entre outra moita información.&lt;br /&gt;
Ven ser a clase Modelo que estabamos a usar no desenvolvemento do xogo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Imos traballar con esta textura do xogo.&lt;br /&gt;
&lt;br /&gt;
[[Imagen:LIBGDX_itin1_nave.png|200px|center]]&lt;br /&gt;
&lt;br /&gt;
:Descargádea e levala ó cartafol assets da versión Android.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Para engadir un Actor ó Stage primeiro temos que definilo.&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;1,6,7,10-13,15-18&amp;quot; &amp;gt;&lt;br /&gt;
public class Personaxe extends Actor{&lt;br /&gt;
	&lt;br /&gt;
	private Texture textura;&lt;br /&gt;
	&lt;br /&gt;
	Personaxe(){&lt;br /&gt;
		textura = new Texture(Gdx.files.internal(&amp;quot;LIBGDX_itin1_nave.png&amp;quot;));&lt;br /&gt;
		setBounds(480, 0, 40,40);&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
     @Override&lt;br /&gt;
     public void draw(Batch batch, float alpha){&lt;br /&gt;
         batch.draw(textura,getX(),getY(),getWidth(),getHeight());&lt;br /&gt;
     }&lt;br /&gt;
     &lt;br /&gt;
     @Override&lt;br /&gt;
     public void act(float delta){&lt;br /&gt;
    	super.act(delta); &lt;br /&gt;
     }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Liña 1: Derivamos da clase Actor.&lt;br /&gt;
* Liña 6: Neste caso estamos a cargar a textura que vai debuxar.&lt;br /&gt;
* Liña 7: Indicamos a súa posición (480,0) e tamaño (60,60).&lt;br /&gt;
Ni que dicir ten que toda esta información poderíamosla pasar ó constructor cando instanciamos o obxecto.&lt;br /&gt;
&lt;br /&gt;
Agora ben algo moi importante.&lt;br /&gt;
* Liñas 10-13: Este é o método que vai chamar o Stage de forma automática por cada Actor que teña. Lembrar que o facemos chamando ó método draw do Stage.&lt;br /&gt;
O mínimo que temos que poñer é:&lt;br /&gt;
         batch.draw(textura,getX(),getY());&lt;br /&gt;
&lt;br /&gt;
Pero se o facemos así, o tamaño da textura será o tamaño que teña ela orixinalmente. Non fará caso do width e height asinados na instrución setBounds.&lt;br /&gt;
Se queremos que faga caso ó tamaño:&lt;br /&gt;
         batch.draw(textura,getX(),getY(),getWidth(),getHeight());&lt;br /&gt;
&lt;br /&gt;
Se queremos que faga caso á rotacións ou outro tipo de operacións sobre o debuxo da textura, teremos que facer uso da versión completa do método draw.&lt;br /&gt;
	public void draw (Texture texture, float x, float y, float originX, float originY, float width, float height, float scaleX,&lt;br /&gt;
		float scaleY, float rotation, int srcX, int srcY, int srcWidth, int srcHeight, boolean flipX, boolean flipY);&lt;br /&gt;
&lt;br /&gt;
Como esta forma é bastante complexa, podemos facer uso dunha variante que consiste en utilizar como primeiro parámetro unha TextureRegion en vez dunha Texture.&lt;br /&gt;
Lembrar que as TextureRegion están explicadas no [http://manuais.iessanclemente.net/index.php/LIBGDX_TextureAtlas punto TextureAtlas].&lt;br /&gt;
&lt;br /&gt;
Se decidimos facelo desta forma, debemos de ter unha TextureRegion:&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;
public class Personaxe extends Actor{&lt;br /&gt;
	&lt;br /&gt;
	private TextureRegion tr;&lt;br /&gt;
	&lt;br /&gt;
	Personaxe(){&lt;br /&gt;
		Texture textura = new Texture(Gdx.files.internal(&amp;quot;LIBGDX_itin1_nave.png&amp;quot;));&lt;br /&gt;
		tr = new TextureRegion(textura);&lt;br /&gt;
		setBounds(480, 0, 40,40);&lt;br /&gt;
	}&lt;br /&gt;
	 @Override&lt;br /&gt;
     public void draw(Batch batch, float alpha){&lt;br /&gt;
         batch.draw(tr, getX(), getY(), getWidth()/2, getHeight()/2, getWidth(), getHeight(),&lt;br /&gt;
        		 1, 1, getRotation());&lt;br /&gt;
     }&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Os parámetro do método draw serán neste caso: textureregion, posX,posY,OriginX,OriginY, TamX, TamY, escalaX, escalaY, ángulo de rotación.&lt;br /&gt;
&lt;br /&gt;
Porque teríamos que elixir este método ?&lt;br /&gt;
Veremos posteriormente (e xa vimos no [http://manuais.iessanclemente.net/index.php/LIBGDX_Scene_UI#Eventos_e_Acci.C3.B3ns punto do Stage2D UI]) que ós actores imos poder asociarlles accións.&lt;br /&gt;
Se eu asocio unha acción que só mova a Texture/TextureRegion chegaría con poñer:&lt;br /&gt;
         batch.draw(textura,getX(),getY(),getWidth(),getHeight());&lt;br /&gt;
&lt;br /&gt;
Pero se eu asocio unha acción que leve consigo unha rotación da textura, necesitará implementar este último caso.&lt;br /&gt;
&lt;br /&gt;
O veremos cun exemplo despois.&lt;br /&gt;
&lt;br /&gt;
* Liñas 15-18: Aquí poñeríamos as instrucións para mover os nosos actores (o que fixemos no xogo no método update de cada personaxe).&lt;br /&gt;
Se &amp;lt;u&amp;gt;imos asociar accións&amp;lt;/u&amp;gt; a estes actores &amp;#039;&amp;#039;&amp;#039;teremos que chamar ó método super.act&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
====Exemplo de código====&lt;br /&gt;
Imos ver un exemplo no que visualizaremos a nave.&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;
* Descargade o seguinte arquivo e levalo ó cartafol assets da versión Android.&lt;br /&gt;
[[Imagen:LIBGDX_itin1_nave.png|60px]].&lt;br /&gt;
* Crear unha nova clase e cambiar os diferentes proxectos para que carguen dita clase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Código da clase Stage2D_Actor&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 unha textura utilizando o Stage.&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;
public class Stage2D_Actor extends ApplicationAdapter {&lt;br /&gt;
&lt;br /&gt;
	private Stage stage;&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public void create () {&lt;br /&gt;
&lt;br /&gt;
		StretchViewport viewPort = new StretchViewport(480,800);&lt;br /&gt;
		stage = new Stage();&lt;br /&gt;
		stage.setViewport(viewPort);&lt;br /&gt;
		&lt;br /&gt;
		Personaxe nave = new Personaxe();&lt;br /&gt;
		stage.addActor(nave);&lt;br /&gt;
	&lt;br /&gt;
		Gdx.input.setInputProcessor(stage);&lt;br /&gt;
		&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public void render() {&lt;br /&gt;
		Gdx.gl.glClearColor(0, 0, 0, 1);&lt;br /&gt;
		Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);&lt;br /&gt;
		&lt;br /&gt;
		stage.act(Gdx.graphics.getDeltaTime());&lt;br /&gt;
		stage.draw();&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;
		stage.getViewport().update(width, height, true);&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	@Override&lt;br /&gt;
	public void dispose() {&lt;br /&gt;
&lt;br /&gt;
		Gdx.input.setInputProcessor(null);&lt;br /&gt;
&lt;br /&gt;
		stage.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;
&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;
public class Personaxe extends Actor{&lt;br /&gt;
	&lt;br /&gt;
	private Texture textura;&lt;br /&gt;
	&lt;br /&gt;
	Personaxe(){&lt;br /&gt;
		textura = new Texture(Gdx.files.internal(&amp;quot;LIBGDX_itin1_nave.png&amp;quot;));&lt;br /&gt;
		setBounds(480, 0, 40,40);&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	 @Override&lt;br /&gt;
     public void draw(Batch batch, float alpha){&lt;br /&gt;
        batch.draw(textura,getX(),getY(),getWidth(),getHeight());&lt;br /&gt;
     }&lt;br /&gt;
     &lt;br /&gt;
     @Override&lt;br /&gt;
     public void act(float delta){&lt;br /&gt;
    	super.act(delta); &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;
===Accións nos Actores===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Información na wiki: https://github.com/libgdx/libgdx/wiki/Scene2d#actions&lt;br /&gt;
&lt;br /&gt;
É un dos elementos máis espectaculares que ten este tipo de programación.&lt;br /&gt;
&lt;br /&gt;
O uso da clase Stage vainos permitir facer diferentes accións sobre os actors que o compoñen.&lt;br /&gt;
&lt;br /&gt;
Dispoñemos de 3 tipos de accións:&lt;br /&gt;
:1. Accións animadas.&lt;br /&gt;
:2. Accións compostas.&lt;br /&gt;
:3. Outras accións.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As &amp;#039;&amp;#039;&amp;#039;accións animadas&amp;#039;&amp;#039;&amp;#039; modifican varias propiedades dos actor´s, coma a posición, rotación, escala e factor alfa. &lt;br /&gt;
Son as seguintes.&lt;br /&gt;
* FadeIn – modifica o factor alfa do actor do valor que teña ó valor 1.&lt;br /&gt;
* FadeOut - modifica o factor alfa do actor do valor que teña ó valor 0.&lt;br /&gt;
* FadeTo - modifica o factor alfa do actor do valor que teña ó valor especificado.&lt;br /&gt;
* MoveBy – move o actor unha distancia especificada.&lt;br /&gt;
* MoveTo – move o actor a unha posición específica.&lt;br /&gt;
* RotateBy – rota o actor engadindo ó ángulo especificado.&lt;br /&gt;
* RotateTo – rota o actor ata un ángulo especificado.&lt;br /&gt;
* ScaleTo – escala o actor ó valor indicado.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Accións compostas combinan múltiple accións en unha:&lt;br /&gt;
* Parallel – executa todas as accións en paralelo. Todas á vez.&lt;br /&gt;
* Sequence – executa todas as accións en secuencia. Unha detrás de outra.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Outras accións:&lt;br /&gt;
* Repeat – repite a acción n-veces.&lt;br /&gt;
* Forever – repite a acción indefinidamente.&lt;br /&gt;
* Delay – retrasa a execución dunha acción o tempo especificado.&lt;br /&gt;
* Remove – elimina o Actor especificado do Stage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As accións poden aplicarse sobre cada Actor ou sobre o Stage completo.&lt;br /&gt;
&lt;br /&gt;
Por exemplo, imos facer que a pantalla apareza toda negra e vaian aparecendo os compoñentes do Stage.&lt;br /&gt;
&lt;br /&gt;
Para iso temos que utilizar as Accións: [http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/actions/Actions.html#fadeOut-float- Actions.fadeOut] e [http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/actions/Actions.html#fadeIn-float- Actions.fadeIn].&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;
  stage.addAction(Actions.fadeOut(0));&lt;br /&gt;
  stage.addAction(Actions.fadeIn(4));&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pero podemos facelo doutra forma máis elegante, xa que a acción pode estar composta por moitas accións as cales se poden executar en paralelo, secuencial, .... como vimos antes.&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;
stage.addAction(Actions.sequence(Actions.fadeOut(0),Actions.fadeIn(4)));&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; Ós propios actores poden ter accións asociadas, chamando o método addAction de cada un deles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nota:&amp;lt;/u&amp;gt; Para non ter que estar escribindo continuamente Actions.acción podemos facer este import:&lt;br /&gt;
::import static com.badlogic.gdx.scenes.scene2d.actions.Actions.*;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Agora é cando entra en xogo o método draw utilizado na clase Personaxe.&lt;br /&gt;
&lt;br /&gt;
Imaxinemos que queremos que a nave se mova de forma indefinida de esquerda a dereita (nun tamaño de pantalla fixo de 480x800 unidades).&lt;br /&gt;
&lt;br /&gt;
A acción a engadir á nave será:&lt;br /&gt;
&lt;br /&gt;
::nave.addAction(Actions.forever(Actions.sequence(Actions.moveTo(0, nave.getY(),5),Actions.moveTo(480-nave.getWidth(), nave.getY(),5))));&lt;br /&gt;
&lt;br /&gt;
Como vemos temos:&lt;br /&gt;
&lt;br /&gt;
* Actions.forever: Repite de forma indefinida a acción que ven a continuación.&lt;br /&gt;
* Actions.sequence: Executa na orde indicada o conxunto de accións que veñen a continuación.&lt;br /&gt;
* Actions.moveTo(0, nave.getY(), 5),Actions.moveTo(0, nave.getY(), 5): Move cara a coordenada (0,posición Y da nave) a nave cunha duración de 5 segundos e move cara posición (480-nave.getWidth(),posición Y da nave) cunha duración de 5 segundos.&lt;br /&gt;
&lt;br /&gt;
Isto o vai poder facer xa que no método draw temos:&lt;br /&gt;
        batch.draw(textura,getX(),getY(),getWidth(),getHeight());&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;
&lt;br /&gt;
		Personaxe nave = new Personaxe();&lt;br /&gt;
		nave.addAction(Actions.forever(Actions.sequence(Actions.moveTo(0, nave.getY(),5),Actions.moveTo(480-nave.getWidth(), nave.getY(),5))));&lt;br /&gt;
		stage.addActor(nave);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Nota:&amp;lt;/u&amp;gt; Probádeo.&lt;br /&gt;
&lt;br /&gt;
Agora imaxinemos que o mesmo tempo queremos rotar a nave 360 grados en 5 segundos.&lt;br /&gt;
&lt;br /&gt;
A acción a engadir:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;java&amp;quot; line enclose=&amp;quot;div&amp;quot; highlight=&amp;quot;3&amp;quot; &amp;gt;&lt;br /&gt;
		Personaxe nave = new Personaxe();&lt;br /&gt;
		nave.addAction(Actions.forever(Actions.sequence(Actions.moveTo(0, nave.getY(),5),Actions.moveTo(480-nave.getWidth(), nave.getY(),5))));&lt;br /&gt;
		nave.addAction(Actions.rotateBy(360, 5));&lt;br /&gt;
		stage.addActor(nave);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Pero que vai pasar ? &lt;br /&gt;
Que o método draw non ten o rotate polo que non fará nada (de feito da un null pointer exception)&lt;br /&gt;
&lt;br /&gt;
Teremos que cambiar o método draw pola versión completa utilizando un TextureRegion:&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;
import com.badlogic.gdx.Gdx;&lt;br /&gt;
import com.badlogic.gdx.graphics.Texture;&lt;br /&gt;
import com.badlogic.gdx.graphics.g2d.Batch;&lt;br /&gt;
import com.badlogic.gdx.graphics.g2d.TextureRegion;&lt;br /&gt;
import com.badlogic.gdx.scenes.scene2d.Actor;&lt;br /&gt;
&lt;br /&gt;
public class Personaxe extends Actor{&lt;br /&gt;
	&lt;br /&gt;
	private TextureRegion tr;&lt;br /&gt;
	&lt;br /&gt;
	Personaxe(){&lt;br /&gt;
		Texture textura = new Texture(Gdx.files.internal(&amp;quot;LIBGDX_itin1_nave.png&amp;quot;));&lt;br /&gt;
		tr = new TextureRegion(textura);&lt;br /&gt;
		setBounds(480, 0, 40,40);&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	 @Override&lt;br /&gt;
     public void draw(Batch batch, float alpha){&lt;br /&gt;
         batch.draw(tr, getX(), getY(), getWidth()/2, getHeight()/2, getWidth(), getHeight(),&lt;br /&gt;
        		 1, 1, getRotation());&lt;br /&gt;
     }&lt;br /&gt;
     &lt;br /&gt;
     @Override&lt;br /&gt;
     public void act(float delta){&lt;br /&gt;
    	super.act(delta); &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;
O resultado:&lt;br /&gt;
&lt;br /&gt;
[[Imagen:LIBGDX_UD3_Stage_1.jpg|400px|center]]&lt;br /&gt;
&lt;br /&gt;
===Xestión de Eventos===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Introdución====&lt;br /&gt;
&lt;br /&gt;
O Stage xestiona os eventos que se producen entre os actores que o conforman.&lt;br /&gt;
&lt;br /&gt;
No que se refire á xestión dos choques entre elementos, poderíamos xestionar os eventos como [http://manuais.iessanclemente.net/index.php/LIBGDX_As_colisions fixemos no desenvolvemento do xogo], facendo uso da clase Intersector como vimos anteriormente.&lt;br /&gt;
Teríamos que percorrer todos os actores que conforman o Stage e comprobar se chocan entre eles ou con outros personaxes que non sexan Actor´s.&lt;br /&gt;
&lt;br /&gt;
Se o facemos desta última forma, teremos que crear un obxecto da clase Rectangle dentro do Actor e actualizalo cando se mova no método act:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;C¢digo da clase Personaxe&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; Crear un obxecto da clase Rectangle para xestionar os choques.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;java&amp;quot; line enclose=&amp;quot;div&amp;quot; highlight=&amp;quot;11,18,30,34,36&amp;quot; &amp;gt;&lt;br /&gt;
import com.badlogic.gdx.Gdx;&lt;br /&gt;
import com.badlogic.gdx.graphics.Texture;&lt;br /&gt;
import com.badlogic.gdx.graphics.g2d.Batch;&lt;br /&gt;
import com.badlogic.gdx.graphics.g2d.TextureRegion;&lt;br /&gt;
import com.badlogic.gdx.math.Rectangle;&lt;br /&gt;
import com.badlogic.gdx.scenes.scene2d.Actor;&lt;br /&gt;
&lt;br /&gt;
public class Personaxe extends Actor{&lt;br /&gt;
	&lt;br /&gt;
	private TextureRegion tr;&lt;br /&gt;
	private Rectangle bounds;&lt;br /&gt;
	&lt;br /&gt;
	Personaxe(){&lt;br /&gt;
		Texture textura = new Texture(Gdx.files.internal(&amp;quot;LIBGDX_itin1_nave.png&amp;quot;));&lt;br /&gt;
		tr = new TextureRegion(textura);&lt;br /&gt;
		setBounds(480, 0, 40,40);&lt;br /&gt;
		&lt;br /&gt;
		bounds = new Rectangle();&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	 @Override&lt;br /&gt;
     public void draw(Batch batch, float alpha){&lt;br /&gt;
         batch.draw(tr, getX(), getY(), getWidth()/2, getHeight()/2, getWidth(), getHeight(),&lt;br /&gt;
        		 1, 1, getRotation());&lt;br /&gt;
     }&lt;br /&gt;
     &lt;br /&gt;
     @Override&lt;br /&gt;
     public void act(float delta){&lt;br /&gt;
    	super.act(delta); &lt;br /&gt;
    	bounds.set(getX(),getY(),getWidth(),getHeight());&lt;br /&gt;
    &lt;br /&gt;
     }&lt;br /&gt;
&lt;br /&gt;
     public Rectangle getBounds(){&lt;br /&gt;
    	 return bounds;&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;
&lt;br /&gt;
&lt;br /&gt;
Como comentamos antes, o Stage xestiona os eventos que se producen nos actores.&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;
	@Override&lt;br /&gt;
	public void create () {&lt;br /&gt;
                ..........&lt;br /&gt;
		Gdx.input.setInputProcessor(stage);&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;
* Se necesitamos xestionar os eventos da forma tradicional (cunha interface InputProcessor ou GestureListener) teremos que engadir as dúas formas como [http://manuais.iessanclemente.net/index.php/LIBGDX_Xestion_Eventos_GestureListener#Xestionando_m.C3.BAltiples_interfaces_de_eventos vimos neste apartado].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Á hora de xestionar os eventos veremos que os Actor´s levan consigo a Interface que vai xestionar o seu propio evento de Click.&lt;br /&gt;
&lt;br /&gt;
Dita interface vai facer uso do método hit.&lt;br /&gt;
&lt;br /&gt;
* [http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/Actor.html#hit-float-float-boolean- Método hit]: Dito método se chama de forma automática e controla cando un Actor é &amp;#039;tocado&amp;#039; polo usuario premendo sobre a pantalla. &lt;br /&gt;
O código que ven por defecto neste método e para controlar unha forma rectangular.&lt;br /&gt;
Se temos que controlar unha forma diferente (non rectangular), deberemos sobreescribilo e devolver o Actor en función de que se colisione ou non.&lt;br /&gt;
&lt;br /&gt;
O método leva dous coordenadas que son as coordenadas no que o usuario preme a pantalla.&lt;br /&gt;
Se o personaxe (actor) se toca, debemos facer un return do mesmo. En caso contrario debemos de devolver un null.&lt;br /&gt;
Debemos comprobar se o actor en Touchable (se pode tocar) e se é visible.&lt;br /&gt;
&lt;br /&gt;
Por exemplo:&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;
        // This hit() instead of checking against a bounding box, checks a bounding circle.&lt;br /&gt;
        public Actor hit(float x, float y, boolean touchable){&lt;br /&gt;
            // If this Actor is hidden or untouchable, it cant be hit&lt;br /&gt;
            if(!this.isVisible() || this.getTouchable() == Touchable.disabled)&lt;br /&gt;
                return null;&lt;br /&gt;
            &lt;br /&gt;
            // Get centerpoint of bounding circle, also known as the center of the rect&lt;br /&gt;
            float centerX = getWidth()/2;&lt;br /&gt;
            float centerY = getHeight()/2;&lt;br /&gt;
            &lt;br /&gt;
            // Calculate radius of circle&lt;br /&gt;
            float radius = (float) Math.sqrt(centerX * centerX +&lt;br /&gt;
                    centerY * centerY);&lt;br /&gt;
&lt;br /&gt;
            // And distance of point from the center of the circle&lt;br /&gt;
            float distance = (float) Math.sqrt(((centerX - x) * (centerX - x)) &lt;br /&gt;
                    + ((centerY - y) * (centerY - y)));&lt;br /&gt;
            &lt;br /&gt;
            // If the distance is less than the circle radius, it&amp;#039;s a hit&lt;br /&gt;
            if(distance &amp;lt;= radius) return this;&lt;br /&gt;
            &lt;br /&gt;
            // Otherwise, it isnt&lt;br /&gt;
            return null;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&amp;lt;u&amp;gt;Nota:&amp;lt;/u&amp;gt; Exemplo de código obtido de http://www.gamefromscratch.com/post/2013/12/11/LibGDX-Tutorial-3C-Scene-management.aspx&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Un Actor só terá en conta os eventos se é clickable e é visible.&lt;br /&gt;
&lt;br /&gt;
Podemos cambiar o estado dun Actor chamando ós métodos:&lt;br /&gt;
&lt;br /&gt;
* setTouchable&lt;br /&gt;
* setVisible&lt;br /&gt;
&lt;br /&gt;
Por exemplo:&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;
	nave.setTouchable(Touchable.disabled);&lt;br /&gt;
	nave.setVisible(true);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Sendo nave un obxecto pertencente á clase Actor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Interface====&lt;br /&gt;
&lt;br /&gt;
Unha vez temos un Actor engadido ó Stage, é clickeable e está visible podemos xestionar os eventos que se producen sobre el facendo uso das interfaces:&lt;br /&gt;
&lt;br /&gt;
* [http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/InputListener.html Interface InputListener]:&lt;br /&gt;
&lt;br /&gt;
Nese enlace tedes todos os métodos / eventos que podemos xestionar.&lt;br /&gt;
&lt;br /&gt;
Exemplos de eventos serían: &lt;br /&gt;
&lt;br /&gt;
* Facer click sobre o actor.&lt;br /&gt;
* Arrastrar o rato (drag).&lt;br /&gt;
* Levantar o rato.&lt;br /&gt;
.....&lt;br /&gt;
&lt;br /&gt;
Un exemplo:&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;
public class Personaxe extends Actor{&lt;br /&gt;
&lt;br /&gt;
        ..........&lt;br /&gt;
	Personaxe(){&lt;br /&gt;
             ..........&lt;br /&gt;
		xestionarEventos();&lt;br /&gt;
	}&lt;br /&gt;
	private void xestionarEventos(){&lt;br /&gt;
		addListener(new InputListener(){&lt;br /&gt;
			 public boolean touchDown(InputEvent event, float x, float y, int pointer, int buttons){&lt;br /&gt;
	                     return true;&lt;br /&gt;
	                 }&lt;br /&gt;
	                 public void touchUp(InputEvent event, float x, float y, int pointer, int buttons){&lt;br /&gt;
	                 }&lt;br /&gt;
	                 public void touchDragged (InputEvent event, float x, float y, int pointer) {&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;
&lt;br /&gt;
* [http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/utils/ActorGestureListener.html Interface ActorGestureListener]:&lt;br /&gt;
 &lt;br /&gt;
Exemplo de eventos que podemos capturar con dita interface temos:&lt;br /&gt;
&lt;br /&gt;
* Pam.&lt;br /&gt;
* Zoom.&lt;br /&gt;
* Evento de premer durante un tempo longo.&lt;br /&gt;
&lt;br /&gt;
Un exemplo:&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;
public class Personaxe extends Actor{&lt;br /&gt;
&lt;br /&gt;
        ..........&lt;br /&gt;
	Personaxe(){&lt;br /&gt;
             ..........&lt;br /&gt;
		xestionarEventos();&lt;br /&gt;
	}&lt;br /&gt;
	private void xestionarEventos(){&lt;br /&gt;
&lt;br /&gt;
		addListener(new ActorGestureListener(){&lt;br /&gt;
			public boolean longPress(Actor actor, float x, float y){&lt;br /&gt;
                                Gdx.app.log(&amp;quot;FIRE!!!&amp;quot;, &amp;quot;PREMEMOS DURANTE UN TEMPO LONGO&amp;quot;);&lt;br /&gt;
				return true;&lt;br /&gt;
			}&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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Exemplo de código===&lt;br /&gt;
&lt;br /&gt;
Neste exemplo imos ver como a nave se move de esquerda a dereita na parte superior e aparecerá no centro un alien.&lt;br /&gt;
 &lt;br /&gt;
Ó premer sobre o alien, este  irá cara arriba. Se toca a nave esta se fará máis pequena.&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;
* Descargade o seguinte arquivo e levalo ó cartafol assets da versión Android.&lt;br /&gt;
[[Imagen:LIBGDX_itin1_nave.png|60px]].&lt;br /&gt;
[[Imagen:LIBGDX_itin1_alien.png|60px]].&lt;br /&gt;
* Crear unha nova clase de nome Stage2D_Actor_2 e cambiar os diferentes proxectos para que carguen dita clase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Código da clase Personaxe&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; Modeliza a nave e o alien.&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;
import com.badlogic.gdx.Gdx;&lt;br /&gt;
import com.badlogic.gdx.graphics.Texture;&lt;br /&gt;
import com.badlogic.gdx.graphics.g2d.Batch;&lt;br /&gt;
import com.badlogic.gdx.graphics.g2d.TextureRegion;&lt;br /&gt;
import com.badlogic.gdx.math.Rectangle;&lt;br /&gt;
import com.badlogic.gdx.math.Vector2;&lt;br /&gt;
import com.badlogic.gdx.scenes.scene2d.Actor;&lt;br /&gt;
&lt;br /&gt;
public class Personaxe extends Actor{&lt;br /&gt;
	&lt;br /&gt;
	private TextureRegion tr;&lt;br /&gt;
	private Rectangle bounds;&lt;br /&gt;
	&lt;br /&gt;
	Personaxe(Vector2 pos, String grafico){&lt;br /&gt;
		Texture textura = new Texture(Gdx.files.internal(grafico));&lt;br /&gt;
		tr = new TextureRegion(textura);&lt;br /&gt;
		&lt;br /&gt;
		&lt;br /&gt;
		setBounds(pos.x,pos.y, 40,40);&lt;br /&gt;
		&lt;br /&gt;
		bounds = new Rectangle();&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	 @Override&lt;br /&gt;
     public void draw(Batch batch, float alpha){&lt;br /&gt;
         batch.draw(tr, getX(), getY(), getWidth()/2, getHeight()/2, getWidth(), getHeight(),&lt;br /&gt;
        		 1, 1, getRotation());&lt;br /&gt;
     }&lt;br /&gt;
     &lt;br /&gt;
     @Override&lt;br /&gt;
     public void act(float delta){&lt;br /&gt;
    	super.act(delta); &lt;br /&gt;
    	bounds.set(getX(),getY(),getWidth(),getHeight());&lt;br /&gt;
    &lt;br /&gt;
     }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
     public Rectangle getBounds(){&lt;br /&gt;
    	 return bounds;&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;
Desta clase non hai nada que explicar xa que é a usada nos exercicios anteriores.&lt;br /&gt;
O único diferente é o constructor no que lle enviamos a posición nun Vector2 e o nome do gráfico a cargar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;C¢digo da clase AlienStage&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; Representa o alien. É necesario crear unha clase xa que imos xestionar o evento de click sobre ela.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;java&amp;quot; line enclose=&amp;quot;div&amp;quot; highlight=&amp;quot;10,19-24,33-34,36-43&amp;quot; &amp;gt;&lt;br /&gt;
import com.badlogic.gdx.math.Vector2;&lt;br /&gt;
import com.badlogic.gdx.scenes.scene2d.Actor;&lt;br /&gt;
import com.badlogic.gdx.scenes.scene2d.InputEvent;&lt;br /&gt;
import com.badlogic.gdx.scenes.scene2d.InputListener;&lt;br /&gt;
import com.badlogic.gdx.scenes.scene2d.actions.Actions;&lt;br /&gt;
import com.badlogic.gdx.scenes.scene2d.actions.MoveToAction;&lt;br /&gt;
&lt;br /&gt;
public class AlienStage extends Personaxe{&lt;br /&gt;
	&lt;br /&gt;
	private MoveToAction action;&lt;br /&gt;
	&lt;br /&gt;
	AlienStage(Vector2 pos, String grafico){&lt;br /&gt;
		super(pos,grafico);&lt;br /&gt;
		&lt;br /&gt;
		xestionarEventos();&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	private void xestionarEventos(){&lt;br /&gt;
		addListener(new InputListener(){&lt;br /&gt;
			 public boolean touchDown(InputEvent event, float x, float y, int pointer, int buttons){&lt;br /&gt;
				 action = Actions.moveTo(getX(), AlienStage.this.getStage().getViewport().getViewportHeight(), 3);&lt;br /&gt;
				 addAction(action);&lt;br /&gt;
	             return true;&lt;br /&gt;
	            }&lt;br /&gt;
		});&lt;br /&gt;
		&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
    @Override&lt;br /&gt;
    public void act(float delta){&lt;br /&gt;
    	super.act(delta);&lt;br /&gt;
    	&lt;br /&gt;
    	if (getY()&amp;gt;=getStage().getViewport().getViewportHeight())&lt;br /&gt;
    		setY(100);&lt;br /&gt;
    	&lt;br /&gt;
    	for (Actor actor : getStage().getActors()){&lt;br /&gt;
    		if (actor.getName()==&amp;quot;nave&amp;quot;) {&lt;br /&gt;
    			Personaxe nave = (Personaxe)actor;&lt;br /&gt;
    			if (nave.getBounds().overlaps(getBounds())){&lt;br /&gt;
    				nave.setSize(nave.getWidth()-5, nave.getHeight()-5);&lt;br /&gt;
    				removeAction(action);&lt;br /&gt;
    				setPosition(240, 100);&lt;br /&gt;
    				return;&lt;br /&gt;
    			}&lt;br /&gt;
    		}&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;
* Liña 10: Imos gardar a acción do Alien de subir cando prememos sobre el. Isto vai ser necesario xa que cando choque coa nave debemos de eliminar dita acción.&lt;br /&gt;
* Liñas 19-25: Xestionamos o click sobre o alien. Nese caso engadimos unha acción que consiste en mover o alien cara arriba durante 3 segundos.&lt;br /&gt;
* Liñas 33-34: Se o alien chega á parte de arriba (viewportHeight) volve a colocarse na parte baixa.&lt;br /&gt;
* Liña 36: Percorremos o stage obtendo cada un dos actores do mesmo.&lt;br /&gt;
* Liña 37: Veremos despois que antes de engadir ó stage o actor, damos un nome para identificalo. Nesta liña comprobamos se o actor é a nave.&lt;br /&gt;
* Liña 38: Convertemos o actor e un obxecto da clase Personaxe.&lt;br /&gt;
* Liña 39: Comprobamos se chocan o Alien e a nave.&lt;br /&gt;
* Liñas 40-43: En caso de chocar modificamos o tamaño da nave e movemos ó alien a súa posición inicial eliminando a acción de mover cara arriba.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Código da clase Stage2D_Actor_2&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; Xestiona todo o stage.&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;
import com.badlogic.gdx.ApplicationAdapter;&lt;br /&gt;
import com.badlogic.gdx.Gdx;&lt;br /&gt;
import com.badlogic.gdx.graphics.GL20;&lt;br /&gt;
import com.badlogic.gdx.math.Vector2;&lt;br /&gt;
import com.badlogic.gdx.scenes.scene2d.Stage;&lt;br /&gt;
import com.badlogic.gdx.scenes.scene2d.actions.Actions;&lt;br /&gt;
import com.badlogic.gdx.utils.viewport.StretchViewport;&lt;br /&gt;
&lt;br /&gt;
public class Stage2D_Actor_2 extends ApplicationAdapter {&lt;br /&gt;
&lt;br /&gt;
	private Stage stage;&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public void create () {&lt;br /&gt;
&lt;br /&gt;
		StretchViewport viewPort = new StretchViewport(480,800);&lt;br /&gt;
		stage = new Stage();&lt;br /&gt;
		stage.setViewport(viewPort);&lt;br /&gt;
		&lt;br /&gt;
		Personaxe nave = new Personaxe(new Vector2(800,700),&amp;quot;LIBGDX_itin1_nave.png&amp;quot;);&lt;br /&gt;
		nave.addAction(Actions.forever(Actions.sequence(Actions.moveTo(0, nave.getY(),5),Actions.moveTo(480-nave.getWidth(), nave.getY(),5))));&lt;br /&gt;
		nave.setName(&amp;quot;nave&amp;quot;);&lt;br /&gt;
		&lt;br /&gt;
		AlienStage alien = new AlienStage(new Vector2(240,100),&amp;quot;LIBGDX_itin1_alien.png&amp;quot;);&lt;br /&gt;
		alien.setName(&amp;quot;alien&amp;quot;);&lt;br /&gt;
				&lt;br /&gt;
		stage.addActor(nave);&lt;br /&gt;
		stage.addActor(alien);&lt;br /&gt;
	&lt;br /&gt;
		Gdx.input.setInputProcessor(stage);&lt;br /&gt;
		&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
	@Override&lt;br /&gt;
	public void render() {&lt;br /&gt;
		Gdx.gl.glClearColor(0, 0, 0, 1);&lt;br /&gt;
		Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);&lt;br /&gt;
		&lt;br /&gt;
		stage.act(Gdx.graphics.getDeltaTime());&lt;br /&gt;
		stage.draw();&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;
		stage.getViewport().update(width, height, true);&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	@Override&lt;br /&gt;
	public void dispose() {&lt;br /&gt;
&lt;br /&gt;
		Gdx.input.setInputProcessor(null);&lt;br /&gt;
&lt;br /&gt;
		stage.dispose();&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;
&lt;br /&gt;
&lt;br /&gt;
O executar teremos como resultado isto:&lt;br /&gt;
&lt;br /&gt;
[[Imagen:LIBGDX_UD3_Stage_2.jpg |400px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; -- [[Usuario:angelfg|Angel D. Fernández González]] -- (2014).&lt;/div&gt;</summary>
		<author><name>Wiki</name></author>
		
	</entry>
</feed>