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wiki/start/simple-game-extended.md

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Note that the `dispose()` method of the `GameScreen` class is not called automatically, see the [Screen API](https://javadoc.io/doc/com.badlogicgames.gdx/gdx/latest/com/badlogic/gdx/Screen.html). It is your responsibility to take care of that. You can call this method from the `dispose()` method of the `Game` class, if the `GameScreen` class passes a reference to itself to the `Game` class or by calling `screen.dispose()` in `Drop` class `dispose()` method. It is important to do this, else `GameScreen` assets might persist and occupy memory even after exiting the application.
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And that's it, you have the complete game finished. That is all there is to know about the Screen interface and abstract Game Class, and all there is to creating multifaceted games with multiple states. The **full Java code** can be found [here](https://github.com/libgdx/libgdx.github.io/tree/master/assets/downloads/tutorials/extended-game-java). If you are developing in **Kotlin**, take a look [here](https://github.com/libgdx/libgdx.github.io/tree/master/assets/downloads/tutorials/extended-game-kotlin) for the full code.
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And that's it, you have the complete game finished. That is all there is to know about the Screen interface and abstract Game Class, and all there is to creating multifaceted games with multiple states. The **full Java code** can be found [here](https://github.com/libgdx/libgdx.github.io/tree/dev/assets/downloads/tutorials/extended-game-java). If you are developing in **Kotlin**, take a look [here](https://github.com/libgdx/libgdx.github.io/tree/dev/assets/downloads/tutorials/extended-game-kotlin) for the full code.
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## The Future
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After this tutorial you should have a basic understanding how libGDX works and what to expect going forward. Some things can still be improved, like using the [Memory Management](/wiki/articles/memory-management#object-pooling) classes to recycle all the Rectangles we have the garbage collector clean up each time we delete a raindrop. OpenGL is also not too fond if we hand it too many different images in a batch (in our case it's OK as we only had two images). Usually one would put all those images into a single `Texture`, also known as a `TextureAtlas`. In addition, taking a look at [Viewports](/wiki/graphics/viewports) will most certainly prove useful. Viewports help dealing with different screen sizes/resolutions and decide, whether the screen's content needs to be stretched/should keep its aspect ratio, etc.

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