// Path: core/src/main/java/br/unb/unbomber/GDXGame.java
// public class GDXGame extends Game {
//     
//     public final String FIRST_STAGE_LEVEL_ID = "stage";
//     public final String TEST_STAGE_EXPLOSION = "test/explosion";
//     public final String TEST_RENDERIZATION = "test/renderization";
// 	public SpriteBatch batch;
// 	
// 	public MainMenuScreen mainMenuScreen; 
// 	
//     /**
//      *  Load the assets and 
//      */
// 	@Override 
// 	public void create () {
//         batch = new SpriteBatch();
// 		
//         Settings.load();
// 		Assets.load();                
// 		
// 		mainMenuScreen = new MainMenuScreen(this);
// 		this.setScreen(mainMenuScreen);
// 	}
// 
//     public void render() {
//         super.render(); //important!
//     }
//     
//     public void dispose() {
//         batch.dispose();
//     }
// }


import br.unb.unbomber.GDXGame;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.scenes.scene2d.Stage;
		TextureRegion[] walkFrames = new TextureRegion[FRAME_COLS * FRAME_ROWS];

		int index = 0;
		for (int i = 0; i < FRAME_ROWS; i++) {
			for (int j = 0; j < FRAME_COLS; j++) {
				walkFrames[index++] = aux[i][j];
			}
		}
		return new Animation(0.25f, walkFrames);
	}

	@Override
	public void render(float delta) {
		Gdx.gl.glClearColor(0.5f, 0.5f, 0.5f, 1);
		Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

		camera.update();
		game.batch.setProjectionMatrix(camera.combined);

		stateTime += Gdx.graphics.getDeltaTime();
		steps += 2;

		// inverte quando chegar no final
		if (isMoonWalkerWalkingRight
				&& initialPositionMoonWalker_X + steps >= TOP_X) {
			initialPositionMoonWalker_X = TOP_X;
			initialPositionMoonWalker_Y = TOP_Y;
			initialPositionZombie_X = DOWN_X;
			initialPositionZombie_Y = DOWN_Y;
			isMoonWalkerWalkingRight = false;
// Path: core/src/main/java/br/unb/unbomber/GDXGame.java
// public class GDXGame extends Game {
//     
//     public final String FIRST_STAGE_LEVEL_ID = "stage";
//     public final String TEST_STAGE_EXPLOSION = "test/explosion";
//     public final String TEST_RENDERIZATION = "test/renderization";
// 	public SpriteBatch batch;
// 	
// 	public MainMenuScreen mainMenuScreen; 
// 	
//     /**
//      *  Load the assets and 
//      */
// 	@Override 
// 	public void create () {
//         batch = new SpriteBatch();
// 		
//         Settings.load();
// 		Assets.load();                
// 		
// 		mainMenuScreen = new MainMenuScreen(this);
// 		this.setScreen(mainMenuScreen);
// 	}
// 
//     public void render() {
//         super.render(); //important!
//     }
//     
//     public void dispose() {
//         batch.dispose();
//     }
// }


// Path: core/src/main/java/br/unb/bomberman/ui/screens/MainMenuScreen.java
import br.unb.unbomber.GDXGame;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.scenes.scene2d.Stage;

		TextureRegion[] walkFrames = new TextureRegion[FRAME_COLS * FRAME_ROWS];

		int index = 0;
		for (int i = 0; i < FRAME_ROWS; i++) {
			for (int j = 0; j < FRAME_COLS; j++) {
				walkFrames[index++] = aux[i][j];
			}
		}
		return new Animation(0.25f, walkFrames);
	}

	@Override
	public void render(float delta) {
		Gdx.gl.glClearColor(0.5f, 0.5f, 0.5f, 1);
		Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

		camera.update();
		game.batch.setProjectionMatrix(camera.combined);

		stateTime += Gdx.graphics.getDeltaTime();
		steps += 2;

		// inverte quando chegar no final
		if (isMoonWalkerWalkingRight
				&& initialPositionMoonWalker_X + steps >= TOP_X) {
			initialPositionMoonWalker_X = TOP_X;
			initialPositionMoonWalker_Y = TOP_Y;
			initialPositionZombie_X = DOWN_X;
			initialPositionZombie_Y = DOWN_Y;
			isMoonWalkerWalkingRight = false;
			steps = 0;