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When to call the show function in libgdx?


Asked by Kareem Carpenter on Dec 06, 2021 FAQ



The show () function is automatically called when this Screen becomes the current screen of the game, and it sets up an input processor. Note that we only have to care about the input specific to this screen. The render () function is called repeatedly (usually 60 frames per second) as long as this screen is the current screen.
Besides,
The Game base class you inherit from in libGDX is itself an implementation of ApplicationListener, which mandates the render () function. The Game class implements render () by checking to see if the game has a screen, and if it does, it calls that screen's render () method.
Likewise, The Game base class you inherit from in libGDX is itself an implementation of ApplicationListener, which mandates the render() function. The Game class implements render() by checking to see if the game has a screen, and if it does, it calls that screen's render() method.
One may also ask,
This tutorial introduces the Game and Screen classes, which provide a framework for showing multiple screens. Before we get into the libGDX approach to this problem, it’s worth mentioning that we can actually already handle this with a simpler approach.
Just so,
This code uses the Gdx.gl variable to call the glClearColor () function, which sets the background color, and then the glClear () function, which actually draws the background using the color we just set. There are a bunch of other functions in the GL20 class, which are useful if you want to do low-level OpenGL function calls.