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https://github.com/crykn/libgdx-screenmanager

A screen manager for libgdx with support for transitions.
https://github.com/crykn/libgdx-screenmanager

libgdx screen screenmanager transitions

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A screen manager for libgdx with support for transitions.

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README

        

## What is libgdx-screenmanager?

[![Release](https://jitpack.io/v/crykn/libgdx-screenmanager.svg)](https://jitpack.io/#crykn/libgdx-screenmanager) [![Build](https://img.shields.io/github/actions/workflow/status/crykn/libgdx-screenmanager/build-and-test.yml?label=Build)](https://github.com/crykn/libgdx-screenmanager/actions) [![GWT Compatible](https://img.shields.io/badge/GWT-compatible-informational)](https://github.com/crykn/libgdx-screenmanager/wiki/How-to-get-it-working-with-GWT) [![Discord Support](https://img.shields.io/discord/348229412858101762?logo=discord&label=Support)](https://discord.com/channels/348229412858101762/1169354297830547628)

This library is a screen manager for libGDX games. It allows comfortably changing the rendered screen while using transition effects. The library's easy to use nature makes it possible to integrate libgdx-screenmanager into any project without much effort.

## Features

![](https://raw.githubusercontent.com/crykn/libgdx-screenmanager/master/showcase/gl_transitions_2.gif)
> ###### A small example using different transitions. Look at the [showcases folder](https://github.com/crykn/libgdx-screenmanager/tree/master/showcase) for more gifs.

* Allows easily **changing the rendered screen**: `game.getScreenManager().pushScreen(screen, transition)`
* Adds **screen transition effects** for when a screen is changed. The included transitions can be found [here](https://github.com/crykn/libgdx-screenmanager/wiki/Available-transitions). Furthermore, transition shaders are supported as well. See the [GL Transitions](https://gl-transitions.com/gallery) project for a collection of some very well made ones.
* **Automatically registers/unregisters** a screen's **input processors** whenever the screen is shown/hidden
* The whole library is [well documented](https://github.com/crykn/libgdx-screenmanager/wiki) and includes [tests](https://github.com/crykn/libgdx-screenmanager/tree/master/src/test/java) for everything that isn't graphical

## Example code

The following example shows how to use libgdx-screenmanager in your code. You can find the full example [here](https://github.com/crykn/libgdx-screenmanager/tree/master/src/example).

The library is very easy to use: The game has to extend `ManagedGame`, all screens have to inherit from `ManagedScreen`. To push a screen, `game.getScreenManager().pushScreen(screen, transition)` has to be called. If no transition should be used, just call `pushScreen(screen, null)`.

```java
public class MyGdxGame extends ManagedGame {

@Override
public final void create() {
super.create();

// Do some basic stuff
this.batch = new SpriteBatch();

// Push the first screen using a blending transition
this.screenManager.pushScreen(new GreenScreen(), new BlendingScreenTransition(batch, 1F));

Gdx.app.debug("Game", "Initialization finished.");
}

}
```

**Some additional notes:**

* Input processors should be added in a screen via `ManagedScreen#addInputProcessor(...)`. This has the advantage that they are automatically registered/unregistered when the screen is shown/hidden.

## Documentation

In the [wiki](https://github.com/crykn/libgdx-screenmanager/wiki) you can find articles detailing the usage of the library and its inner workings.