<commit_before>package edu.smcm.gamedev.butterseal;

import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;

public class ButterSeal implements ApplicationListener {
	private OrthographicCamera camera;
	private SpriteBatch batch;
	private Texture texture;
	private Sprite sprite;
	
	@Override
	public void create() {		
		float w = Gdx.graphics.getWidth();
		float h = Gdx.graphics.getHeight();<commit_msg>Documentation<commit_after>package edu.smcm.gamedev.butterseal;

import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;

public class ButterSeal implements ApplicationListener {
	/**
	 * The means by which the map is viewed.
	 * 
	 * <p>
	 * <em>so many bad syntactic structures!!</em>
	 */
	private OrthographicCamera camera;
	
	/**
	 * The collection of images used in the game.
	 * Each {@link Sprite} made is <em>automatically</em> added (?) to this batch.
	 * Each {@link Sprite} is effected by creating it based on a {@link TextureRegion}. 
	 */
	private SpriteBatch batch;
	
	/**
	 * A single image to be used in a {@link Sprite}, in this case {@link #sprite}.
	 */
	private Texture texture;
	
	/**
	 * A single @{Sprite}.
	 * This is the object you actually place on the screen.
	 */
	private Sprite sprite;
	
	@Override
	public void create() {		
		float w = Gdx.graphics.getWidth();
		float h = Gdx.graphics.getHeight();
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