fix: do not render invisible Scene and their root Table
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@ -7,6 +7,8 @@ import com.badlogic.gdx.scenes.scene2d.Stage;
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import com.badlogic.gdx.scenes.scene2d.ui.Table;
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import com.badlogic.gdx.utils.viewport.ScreenViewport;
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import java.util.ArrayList;
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import org.slf4j.Logger;
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import org.slf4j.LoggerFactory;
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import org.vibecoders.moongazer.managers.Assets;
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@ -14,8 +16,8 @@ import org.vibecoders.moongazer.scenes.*;
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public class Game extends ApplicationAdapter {
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private static final Logger log = LoggerFactory.getLogger(Game.class);
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public static State state = State.INTRO;
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public static Transition transition = null;
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public State state = State.INTRO;
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public Transition transition = null;
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SpriteBatch batch;
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// UI stage
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public Stage stage;
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@ -23,7 +25,8 @@ public class Game extends ApplicationAdapter {
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// Scenes
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Scene currentScene;
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Scene introScene;
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public static Scene mainMenuScene;
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public Scene mainMenuScene;
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public ArrayList<Scene> gameScenes;
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@Override
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public void create() {
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@ -38,7 +41,9 @@ public class Game extends ApplicationAdapter {
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root.setFillParent(true);
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stage.addActor(root);
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// Scene initialization
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gameScenes = new ArrayList<>();
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currentScene = introScene = new Intro(this);
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gameScenes.add(introScene);
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// By the end of the intro, the main menu scene will be created and assigned to Game.mainMenuScene
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}
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@ -54,7 +59,7 @@ public class Game extends ApplicationAdapter {
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stage.draw();
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return;
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}
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switch (Game.state) {
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switch (this.state) {
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case INTRO:
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currentScene = introScene;
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break;
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@ -67,6 +72,20 @@ public class Game extends ApplicationAdapter {
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default:
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log.warn("Unknown state: {}", state);
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}
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for (var scene : gameScenes) {
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// log.trace("Checking scene visibility: {}", scene.getClass().getSimpleName());
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if (scene != currentScene && scene.root.isVisible()) {
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log.trace("Hiding scene: {}", scene.getClass().getSimpleName());
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scene.root.setVisible(false);
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}
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}
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if (!currentScene.root.isVisible()) {
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log.trace("Showing current scene: {}", currentScene.getClass().getSimpleName());
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currentScene.root.setVisible(true);
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}
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batch.begin();
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currentScene.render(batch);
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batch.end();
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