List of usage examples for com.badlogic.gdx.graphics Color BLACK
Color BLACK
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From source file:com.mygdx.game.TrafficLightDrawer.java
public void draw() { sr.setColor(Color.BLACK); float x = trafficLight.getXOnScreen(), y = trafficLight.getYOnScreen(); float width = trafficLight.getWidth() + 8, height = trafficLight.getHeight() + 12; sr.rect(x, y, width, height);/*from ww w. j a v a 2 s. c o m*/ if (trafficLight.isYellow()) sr.setColor(Color.YELLOW); else sr.setColor(Color.DARK_GRAY); sr.circle(x + width / 2, y + height / 2, trafficLight.getRadius()); if (trafficLight.isGreen()) sr.setColor(Color.GREEN); else sr.setColor(Color.DARK_GRAY); sr.circle(x + width / 2, y + width / 2 - 1, trafficLight.getRadius()); if (trafficLight.isRed()) sr.setColor(Color.RED); else sr.setColor(Color.DARK_GRAY); sr.circle(x + width / 2, y + 2 * width + 3, trafficLight.getRadius()); }
From source file:com.mygdx.gui.Element.java
License:Open Source License
public void draw(Batch batch, float parentAlpha) { if (sprite != null) { sprite.setSize(width, height);/*from ww w. j a v a2s. com*/ sprite.setCenterX(x); sprite.setCenterY(y); sprite.setAlpha(parentAlpha); sprite.draw(batch, parentAlpha); if (mess != null) { MYGDXGAME.game.draw(batch, mess, x - 40, y + getHeight() / 2 - 70, Color.BLACK, Game.fontSizes.STANDART); } } }
From source file:com.mygdx.gui.UpgradeButton.java
@Override public void draw(Batch batch, float parentAlpha) { sprite.setColor(MYGDXGAME.game.moneys >= price ? Color.WHITE : Color.GRAY); if (sprite != null) { sprite.setSize(width, height);//from w w w .ja v a2 s . co m sprite.setCenterX(x); sprite.setCenterY(y); sprite.setAlpha(parentAlpha); sprite.draw(batch, parentAlpha); if (mess != null) { MYGDXGAME.game.draw(batch, mess, x - 40, y + getHeight() / 2 - 20, Color.BLACK, Game.fontSizes.STANDART); } } if (desc != null) MYGDXGAME.game.draw(batch, desc, x - getWidth() / 2 + 30, y + getHeight() / 2 - 60, Color.BLACK, Game.fontSizes.STANDART); MYGDXGAME.game.draw(batch, "$" + price, x - getWidth() / 2 + 30, y + getHeight() / 2 - 100, Color.RED, Game.fontSizes.STANDART); }
From source file:com.mygdx.jogo.Jogador.java
/**Mtodo utilizado para ao termino de uma jogada fazer as casas voltarem a sua cor inicial * */// w ww . j a v a 2 s.c om public void ocultarVizinhos() { for (List<MovimentoEstado> vizinho : caminhos) { vizinho.get(0).c.imagem.setColor(Color.BLACK); } }
From source file:com.mygdx.jogo.Tabuleiro.java
/**Mtodo utilizado para alocar as peas ao estado incial de um jogo de damas, * instanciando 12 peas do jogador1, 12 peas do jogador2 e 64 casas ,colorindo tanto peas quanto as casas do tabuleiro. *//*from ww w . j av a2 s .c om*/ public void reiniciarTabuleiro() { matrizCasas = new Casa[altura][largura]; Color cor = Color.WHITE; for (int lin = 0; lin < altura; lin++) { for (int col = 0; col < largura; col++) { //Define uma cor para uma casa de acorda com sua posio na matriz if (par(lin) && par(col)) { cor = Color.BLACK; } else if (!par(lin) && !par(col)) { cor = Color.BLACK; } else { cor = Color.WHITE; } //Configura a posio de cada casa de acordo com suas dimeses e ordem matrizCasas[lin][col] = new Casa(posX + Casa.LARGURA * col, posY + Casa.ALTURA * lin, cor); //Salva as posies da matriz na casa. matrizCasas[lin][col].setPosicaoMatriz(lin, col); if (estado.matriz[lin][col] == Estado.PECAJOGADOR1) { //Adiciona peas nas trs primeiras linhas do tabuleiro. matrizCasas[lin][col].peca = new Peca(posX + Casa.LARGURA * col, posY + Casa.ALTURA * lin); matrizCasas[lin][col].peca.imagem.setColor(Jogo.COLORJOGADOR1); matrizCasas[lin][col].peca.setColorOriginal(Jogo.COLORJOGADOR1);//lol isso deve estar dentro de peca !! Jogo.getInstance().getJogador1().getPecas().add(matrizCasas[lin][col].peca); } else if (estado.matriz[lin][col] == Estado.PECAJOGADOR2) {//Adiciona peas nas trs ltimas linhas do tabuleiro. matrizCasas[lin][col].peca = new Peca(posX + Casa.LARGURA * col, posY + Casa.ALTURA * lin); matrizCasas[lin][col].peca.imagem.setColor(Jogo.COLORJOGADOR2); matrizCasas[lin][col].peca.setColorOriginal(Jogo.COLORJOGADOR2); Jogo.getInstance().getJogador2().getPecas().add(matrizCasas[lin][col].peca); } } } }
From source file:com.o2d.pkayjava.editor.view.ui.followers.PolygonFollower.java
License:Apache License
public void drawPoints() { for (int i = 0; i < originalPoints.size(); i++) { shapeRenderer.begin(ShapeRenderer.ShapeType.Filled); shapeRenderer.setColor(Color.WHITE); if (selectedAnchorId == i) { shapeRenderer.setColor(Color.ORANGE); }//www .jav a 2 s. c o m float side = (float) (ANCHOR_SIZE) / ((float) pixelsPerWU / runtimeCamera.zoom); float onePixel = 1f / ((float) pixelsPerWU / runtimeCamera.zoom); shapeRenderer.rect(originalPoints.get(i).x * transformComponent.getScaleX() - side / 2f, originalPoints.get(i).y * transformComponent.getScaleY() - side / 2f, side, side); shapeRenderer.setColor(Color.BLACK); shapeRenderer.rect(originalPoints.get(i).x * transformComponent.getScaleX() - side / 2f + onePixel, originalPoints.get(i).y * transformComponent.getScaleY() - side / 2f + onePixel, side - 2 * onePixel, side - 2 * onePixel); shapeRenderer.end(); } }
From source file:com.o2d.pkayjava.editor.view.ui.widget.components.color.CustomColorPicker.java
License:Apache License
public CustomColorPicker(String title, ColorPickerListener listener) { super(title); this.listener = listener; setModal(true);//from w ww . j av a 2 s .c om setMovable(true); addCloseButton(); closeOnEscape(); oldColor = new Color(Color.BLACK); color = new Color(Color.BLACK); tmpColor = new Color(Color.BLACK); createColorWidgets(); createUI(); createListeners(); initPixmaps(); pack(); centerWindow(); setStyle(VisUI.getSkin().get("box", WindowStyle.class)); getTitleLabel().setAlignment(Align.left); }
From source file:com.paperscape.game.GameAssets.java
public static void loadAssets() { //how long the app will wait between screen in milliseconds. Is ran when the game changes a screen waitTimeForScreens = 200;//from w w w . j a v a 2 s .c om //how long the game will wait in milliseconds. Used so the same touch doesn't retstart the game when the pause button is pressed waitTimeForPause = 100; //how long the game will wait in milliseconds. Helps Android by not playing music as soon as it is created timeForMusicToLoad = 100; //when called and initialised is set to the resolution of the screen, allows sprite batch to draw to screen camera = new OrthographicCamera(); //the resolution of the game, currently 1080p HD as it will be scaled down for smaller screens screenResolutionX = 1920; screenResolutionY = 1080; //holds the position of a touch made on the screen touch = new Vector3(); //the spritebatch used by Level, Menu etc. to draw objects to screen batch = new SpriteBatch(); //used to check position of enemy waypoints shapeRenderer = new ShapeRenderer(); //initialising paperBackgroundTexture object as walls_image file in menu folder paperBackgroundTexture = new Texture(Gdx.files.internal("paper-background.png")); //used for scaling paperBackgroundTexture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear); //initialising a sprite which will hold the paperBackgroundTexture paperBackgroundSprite = new Sprite(paperBackgroundTexture); //------------------------------------------------------------------------- //the size of each individual sprite (i.e. 128 = 128x128 sprite image) frameSize = 128; //the position of each of the frames within a sprite sheet //0, 0 is the top left of the sprite sheet framePosition01X = 0; framePosition01Y = 0; framePosition02X = frameSize; framePosition02Y = 0; framePosition03X = (frameSize * 2); framePosition03Y = 0; framePosition04X = (frameSize * 3); framePosition04Y = 0; framePosition05X = 0; framePosition05Y = frameSize; framePosition06X = frameSize; framePosition06Y = frameSize; framePosition07X = (frameSize * 2); framePosition07Y = frameSize; framePosition08X = (frameSize * 3); framePosition08Y = frameSize; framePosition09X = 0; framePosition09Y = (frameSize * 2); framePosition10X = frameSize; framePosition10Y = (frameSize * 2); framePosition11X = (frameSize * 2); framePosition11Y = (frameSize * 2); framePosition12X = (frameSize * 3); framePosition12Y = (frameSize * 2); framePosition13X = 0; framePosition13Y = (frameSize * 3); framePosition14X = frameSize; framePosition14Y = (frameSize * 3); framePosition15X = (frameSize * 2); framePosition15Y = (frameSize * 3); framePosition16X = (frameSize * 3); framePosition16Y = (frameSize * 3); //initialising the first sprite sheet from an image in the 'assets' folder spriteSheet1 = new Texture(Gdx.files.internal("sprite_sheet_1.png")); //declaring each sprite, (what texture are they from, X-position, Y-position, X-size, Y-size); playerSprite = new Sprite(spriteSheet1, framePosition01X, framePosition01Y, frameSize, frameSize); enemySprite = new Sprite(spriteSheet1, framePosition02X, framePosition02Y, frameSize, frameSize); textBackgroundSprite = new Sprite(spriteSheet1, framePosition03X, framePosition03Y, frameSize, frameSize); pauseButtonSprite = new Sprite(spriteSheet1, framePosition04X, framePosition04Y, frameSize, frameSize); leftArrowSprite = new Sprite(spriteSheet1, framePosition05X, framePosition05Y, frameSize, frameSize); upArrowSprite = new Sprite(spriteSheet1, framePosition06X, framePosition06Y, frameSize, frameSize); leftArrowSpritePressed = new Sprite(spriteSheet1, framePosition07X, framePosition07Y, frameSize, frameSize); upArrowSpritePressed = new Sprite(spriteSheet1, framePosition08X, framePosition08Y, frameSize, frameSize); sightVerticalDownSprite = new Sprite(spriteSheet1, framePosition09X, framePosition09Y, frameSize, frameSize); sightHorisontalRightSprite = new Sprite(spriteSheet1, framePosition10X, framePosition10Y, frameSize, frameSize); levelButtonSprite = new Sprite(spriteSheet1, framePosition11X, framePosition11Y, frameSize, frameSize); lockedLevelSprite = new Sprite(spriteSheet1, framePosition12X, framePosition12Y, frameSize, frameSize); yellowButtonSprite = new Sprite(spriteSheet1, framePosition13X, framePosition13Y, frameSize, frameSize); creditsButtonSprite = new Sprite(spriteSheet1, framePosition14X, framePosition14Y, frameSize, frameSize); restartButtonSprite = new Sprite(spriteSheet1, framePosition15X, framePosition15Y, frameSize, frameSize); levelSelectMenuSprite = new Sprite(spriteSheet1, framePosition16X, framePosition16Y, frameSize, frameSize); //initialising a sprite for an enemy sight pointing up from the sprite for a sight facing down sightVerticalUpSprite = new Sprite(spriteSheet1, framePosition09X, framePosition09Y, frameSize, frameSize); //the sprite needs to be flipped vertically (boolean X, boolean Y) sightVerticalUpSprite.flip(false, true); //initialising a sprite for an enemy sight pointing left from the sprite for a sight facing right sightHorisontalLeftSprite = new Sprite(spriteSheet1, framePosition10X, framePosition10Y, frameSize, frameSize); //the sprite needs to be flipped horizontally (boolean X, boolean Y) sightHorisontalLeftSprite.flip(true, false); //sprite for the right arrow of GUI controls rightArrowSprite = new Sprite(spriteSheet1, framePosition05X, framePosition05Y, frameSize, frameSize); //needs to be flipped horizontally (boolean X, boolean Y) rightArrowSprite.flip(true, false); //sprite for when the right arrow of GUI controls is pressed rightArrowSpritePressed = new Sprite(spriteSheet1, framePosition07X, framePosition07Y, frameSize, frameSize); //needs to be flipped horizontally (boolean X, boolean Y) rightArrowSpritePressed.flip(true, false); //sprite for the down arrow of GUI controls downArrowSprite = new Sprite(spriteSheet1, framePosition06X, framePosition06Y, frameSize, frameSize); //needs to be flipped vertically (boolean X, boolean Y) downArrowSprite.flip(false, true); //sprite for when the down arrow of GUI controls is pressed downArrowSpritePressed = new Sprite(spriteSheet1, framePosition08X, framePosition08Y, frameSize, frameSize); //needs to be flipped vertically (boolean X, boolean Y) downArrowSpritePressed.flip(false, true); //locating the second sprite sheet spriteSheet2 = new Texture(Gdx.files.internal("sprite_sheet_2.png")); //declaring each sprite, (what texture are they from, X-position, Y-position, X-size, Y-size); soundOnSprite = new Sprite(spriteSheet2, framePosition01X, framePosition01Y, frameSize, frameSize); soundOffSprite = new Sprite(spriteSheet2, framePosition02X, framePosition02Y, frameSize, frameSize); pauseBackgroundSprite = new Sprite(spriteSheet2, framePosition03X, framePosition03Y, frameSize, frameSize); exitButtonSprite = new Sprite(spriteSheet2, framePosition04X, framePosition04Y, frameSize, frameSize); doorSprite = new Sprite(spriteSheet2, framePosition05X, framePosition05Y, frameSize, frameSize); backButtonSprite = new Sprite(spriteSheet2, framePosition06X, framePosition06Y, frameSize, frameSize); doorButtonSprite = new Sprite(spriteSheet2, framePosition07X, framePosition07Y, frameSize, frameSize); doorButtonActiveSprite = new Sprite(spriteSheet2, framePosition08X, framePosition08Y, frameSize, frameSize); wallSprite1 = new Sprite(spriteSheet2, framePosition09X, framePosition09Y, frameSize, frameSize); wallSprite2 = new Sprite(spriteSheet2, framePosition10X, framePosition10Y, frameSize, frameSize); wallSprite3 = new Sprite(spriteSheet2, framePosition11X, framePosition11Y, frameSize, frameSize); wallSprite4 = new Sprite(spriteSheet2, framePosition12X, framePosition12Y, frameSize, frameSize); wallSprite5 = new Sprite(spriteSheet2, framePosition13X, framePosition13Y, frameSize, frameSize); //-----------------------------------Screen-bounds-rectangles--------------------------------------- //rectange shape for screen boundaries (X-position, Y-position, X-width, Y-height) screenBounds_left = new Rectangle(-10, 0, 10, 1080); screenBounds_right = new Rectangle(1915, 0, 10, 1080); screenBounds_top = new Rectangle(0, 1080, 1925, 10); screenBounds_bottom = new Rectangle(0, 290, 1925, 10); //-------------------------------------Setting-up-fonts--------------------------------------------- fontRobotoRegular = new BitmapFont(Gdx.files.internal("fonts/roboto_regular_bitmap.fnt"), false); fontRobotoRegular.setColor(Color.BLACK); fontRobotoRegular.getData().setScale(1f); fontRobotoThinBold = new BitmapFont(Gdx.files.internal("fonts/roboto_thin_bold_bitmap.fnt"), false); fontRobotoThinBold.setColor(Color.BLACK); fontRobotoThinBold.getData().setScale(1f); //----------------------------------Strings-used-by-the-game---------------------------------------- trackTitle = "<---"; trackArtist = "Please"; trackAlbum = "Select"; license = "a"; licenseLink = "Music"; changesMade = "Track"; //---------------------------------Preferences-for-user-data---------------------------------------- //create of load the preferences XML file prefs = Gdx.app.getPreferences(PAPERSCAPE_PREFERENCES); //if there is no value for completed level, then set it to 1 if (!prefs.contains(MAX_LEVEL_COMPLETED)) { prefs.putInteger(MAX_LEVEL_COMPLETED, 1); //save the preferences file prefs.flush(); } //if there is no value for volume being toggled, then set it to true if (!prefs.contains(SOUND_IS_TOGGLED)) { prefs.putBoolean(SOUND_IS_TOGGLED, true); //save the preferences file prefs.flush(); } //if there is no value for the total amount of stars, set it to 0 if (!prefs.contains(TOTAL_STARS_COLLECTED)) { prefs.putInteger(TOTAL_STARS_COLLECTED, 0); //save the preferences file prefs.flush(); } //if there is no value for the current amount of stars, set it to 0 if (!prefs.contains(CURRENT_AMOUNT_OF_STARS)) { prefs.putInteger(CURRENT_AMOUNT_OF_STARS, 0); //save the preferences file prefs.flush(); } //if there is no value for the total amount of deaths, set it to 0 if (!prefs.contains(TOTAL_DEATHS)) { prefs.putInteger(TOTAL_DEATHS, 0); //save the preferences file prefs.flush(); } //----------------------------Loading Music and Sounds to assetManager-------------------- assetManager = new AssetManager(); //store a sound object in the assetManager assetManager.load("sounds/star_pickup.mp3", Sound.class); //load all of the music files used by game //menu music assetManager.load("sounds/dj.mp3", Music.class); //level music assetManager.load("sounds/acid_jazz.ogg", Music.class); //level complete music assetManager.load("sounds/new_hamra.mp3", Music.class); //captured music assetManager.load("sounds/autoguano.mp3", Music.class); //tell the assetManager that all loading is done assetManager.finishLoading(); //output the current max level completed to the console Gdx.app.log(MAX_LEVEL_COMPLETED, Integer.toString(getMaxLevelCompleted())); //-------------------------------------------------------------------------------------------------- }
From source file:com.paperscape.game.MenuManager.java
public void draw(SpriteBatch batch) { //DeltaTime is the time in-between frames - the state time is being added to the delta time - true means isLooping stateTime += Gdx.graphics.getDeltaTime(); GameAssets.starCurrentFrame = GameAssets.starAnim.getKeyFrame(stateTime, true); GameAssets.flagCurrentFrame = GameAssets.flagAnim.getKeyFrame(stateTime, true); //draw the background sprite from GameAssets Class onto the SpriteBatch. This makes it visible on screen batch.draw(GameAssets.paperBackgroundSprite, 0, 0, GameAssets.screenResolutionX, GameAssets.screenResolutionY); //if there are any level levelSelectMenuButtons in a screen, draw them for (int i = 0; i < levelButtonCount; i++) { levelButtons[i].draw(batch);// w ww . j a v a 2 s . co m } //draw any levelSelectMenuButtons to the screen for (int i = 0; i < levelSelectMenuButtonCount; i++) { levelSelectMenuButtons[i].draw(batch); } //draw a back button to the screen for (int i = 0; i < backButtonCount; i++) { backButtons[i].draw(batch); } //draw any main buttons to the screen for (int i = 0; i < mainButtonCount; i++) { mainButtons[i].draw(batch); } //draw any sub buttons to the screen for (int i = 0; i < subButtonCount; i++) { subButtons[i].draw(batch); } //draw buttons to take user to credits screen for (int i = 0; i < creditsButtonCount; i++) { creditsButtons[i].draw(batch); } //draw any restart buttons to the screen for (int i = 0; i < restartButtonCount; i++) { restartButtons[i].draw(batch); } //find any toggle sound buttons if they exist for (int i = 0; i < toggleSoundButtonCount; i++) { //if the sound is currently turned on if (GameAssets.getToggleSoundState()) { //set the image of the toggle sound button to its 'on' image toggleSoundButtons[i].buttonImage = GameAssets.soundOnSprite; } //if the sound is not currently toggled on else if (!GameAssets.getToggleSoundState()) { //set the image of the toggle sound button to its 'off' image toggleSoundButtons[i].buttonImage = GameAssets.soundOffSprite; } //draw all of the toggle sound buttons to the batch toggleSoundButtons[i].draw(batch); } //draw any exit buttons to the screen for (int i = 0; i < exitButtonCount; i++) { exitButtons[i].draw(batch); } //draw all enemies to the screen for (int i = 0; i < newEnemyCount; i++) { newEnemies[i].draw(batch); } //draw any underlineFonts (includes underlines for titles etc.) for (int i = 0; i < underlineFontCount; i++) { underlineFonts[i].draw(batch); } //draw any stars to the screen for (int i = 0; i < starCount; i++) { stars[i].draw(batch); } //draw any exit flags present in a menu for (int i = 0; i < flagCount; i++) { flags[i].draw(batch); } //---------------------------------Extra Assets for Different Screens------------------------------- //check what screen to display switch (currentScreen) { //-------------------------------------------------------------------------------------------------- case MAIN_MENU_SCREEN: //size of the chosen font GameAssets.fontRobotoRegular.getData().setScale(1f); GameAssets.fontRobotoRegular.draw(batch, "Paperscape", 420, 1050); for (int i = 0; i < mainButtonCount; i++) { GameAssets.fontRobotoThinBold.getData().setScale(0.9f); GameAssets.fontRobotoThinBold.draw(batch, "Start", mainButtons[0].buttonBounds.getX() + 128, mainButtons[0].buttonBounds.getY() + 95); } for (int i = 0; i < exitButtonCount; i++) { GameAssets.fontRobotoThinBold.getData().setScale(.6f); GameAssets.fontRobotoThinBold.draw(batch, "Exit", exitButtons[i].buttonBounds.getX() + 100, exitButtons[i].buttonBounds.getY() + 60); } for (int i = 0; i < creditsButtonCount; i++) { GameAssets.fontRobotoThinBold.getData().setScale(.45f); GameAssets.fontRobotoThinBold.draw(batch, "Credits", creditsButtons[i].buttonBounds.getX() + 13, creditsButtons[i].buttonBounds.getY() + 75); GameAssets.fontRobotoThinBold.getData().setScale(.65f); } break; //-------------------------------------------------------------------------------------------------- case LEVEL_SELECT_SCREEN: //size of the chosen font GameAssets.fontRobotoRegular.getData().setScale(1f); //drawing text to the screen GameAssets.fontRobotoRegular.draw(batch, "Level Select", 380, 225); //change font colour to white for levelSelectMenuButtons GameAssets.fontRobotoThinBold.setColor(Color.WHITE); //reduce the size of the font to fit on top of button GameAssets.fontRobotoThinBold.getData().setScale(.55f); //drawing the font for level numbers on level levelSelectMenuButtons //for loop to find each button for (int i = 0; i < levelButtonCount; i++) { //holds the text to display a level number String levelNumber; //level number is equal to 1 as arrays start at 0 int j = 1; //level number is equal to 1 + array value j += i; //convert level number to a string levelNumber = Integer.toString(j); openLevelsTextPosition = new Vector2(levelButtons[i].buttonBounds.x + 35, levelButtons[i].buttonBounds.y + 125); lockedLevelsTextPosition = new Vector2(levelButtons[i].buttonBounds.x + 35, levelButtons[i].buttonBounds.y + 85); if (levelButtons[i].levelButtonValue <= GameAssets.getMaxLevelCompleted()) { //if the level button leads to a level that is less than level 10 if (j < 10) { //draw text on top of each button GameAssets.fontRobotoThinBold.draw(batch, "Level 0" + levelNumber, openLevelsTextPosition.x, openLevelsTextPosition.y); } //if the level button leads to a level between level 10 and level 100 if (j >= 10 && j < 100) { //draw text on top of each button GameAssets.fontRobotoThinBold.draw(batch, "Level " + levelNumber, openLevelsTextPosition.x, openLevelsTextPosition.y); } } //otherwise if the level that the button leads to is locked, draw the text in a different position else if (!(levelButtons[i].levelButtonValue <= GameAssets.getMaxLevelCompleted())) { //if the level button leads to a level that is less than level 10 if (j < 10) { //draw text on top of each button GameAssets.fontRobotoThinBold.draw(batch, "Level 0" + levelNumber, lockedLevelsTextPosition.x, lockedLevelsTextPosition.y); } //if the level button leads to a level between level 10 and level 100 if (j >= 10 && j < 100) { //draw text on top of each button GameAssets.fontRobotoThinBold.draw(batch, "Level " + levelNumber, lockedLevelsTextPosition.x, lockedLevelsTextPosition.y); } } } //change the font colour back to default black GameAssets.fontRobotoThinBold.setColor(Color.BLACK); //change the size of the font back to its original value GameAssets.fontRobotoThinBold.getData().setScale(.6f); break; //-------------------------------------------------------------------------------------------------- case LEVEL_COMPLETE_SCREEN: //setting the size of the chosen font GameAssets.fontRobotoRegular.getData().setScale(.8f); GameAssets.fontRobotoRegular.draw(batch, "Level Complete", 430, 1042); GameAssets.fontRobotoRegular.getData().setScale(1f); //setting the size of the chosen font GameAssets.fontRobotoThinBold.getData().setScale(.6f); //displaying info about the total stars collected by interrogating the prefs file //draw to screen (SpriteBatch batch, String textToDisplay, int x, int y, int width, int textAlignment, boolean wrapText) GameAssets.fontRobotoThinBold.draw(batch, "Total Stars Collected: " + GameAssets.getTotalStarsCollected(), (GameAssets.screenBounds_right.getX() - 650), 350, 600, 1, true); break; //-------------------------------------------------------------------------------------------------- case DEATH_SCREEN: GameAssets.fontRobotoRegular.setColor(Color.RED); //size of the chosen font GameAssets.fontRobotoRegular.getData().setScale(1f); GameAssets.fontRobotoRegular.draw(batch, "Captured!", 530, 1050); GameAssets.fontRobotoRegular.setColor(Color.BLACK); /* GameAssets.fontRobotoThinBold.getData().setScale(.6f); GameAssets.fontRobotoThinBold.draw(batch, "Times Caught: " + GameAssets.getTotalDeaths(), 1220, 790);*/ break; //-------------------------------------------------------------------------------------------------- case CREDITS_SCREEN: GameAssets.fontRobotoRegular.getData().setScale(.75f); GameAssets.fontRobotoRegular.draw(batch, "Credits", GameAssets.screenBounds_right.getX() - 500, GameAssets.screenBounds_top.getY() - 40); GameAssets.fontRobotoRegular.getData().setScale(1); for (int i = 0; i < mainButtonCount; i++) { GameAssets.fontRobotoThinBold.draw(batch, "Back", mainButtons[0].buttonBounds.x + 135, mainButtons[0].buttonBoundsYEnd - 40); } for (int i = 0; i < subButtonCount; i++) { GameAssets.fontRobotoThinBold.draw(batch, "Menu Music", subButtons[0].buttonBounds.x + buttonTextWidth, subButtons[0].buttonBoundsYEnd - buttonTextHeight); GameAssets.fontRobotoThinBold.draw(batch, "Level Music", subButtons[1].buttonBounds.x + buttonTextWidth, subButtons[1].buttonBoundsYEnd - buttonTextHeight); GameAssets.fontRobotoThinBold.draw(batch, "Goal Music", subButtons[2].buttonBounds.x + (buttonTextWidth + 10), subButtons[2].buttonBoundsYEnd - buttonTextHeight); GameAssets.fontRobotoThinBold.draw(batch, "Caught Music", subButtons[3].buttonBounds.x + (buttonTextWidth - 20), subButtons[3].buttonBoundsYEnd - buttonTextHeight); } GameAssets.fontRobotoThinBold.draw(batch, "Music:", GameAssets.screenBounds_left.getX() + 40, GameAssets.screenBounds_top.getY() - 60); GameAssets.fontRobotoThinBold.draw(batch, "Programming, Graphics & Sound Effects By:", GameAssets.screenBounds_left.getX() + 40, GameAssets.screenBounds_bottom.getY() + 100); GameAssets.fontRobotoThinBold.draw(batch, "Alex Clarke", GameAssets.screenBounds_right.getX() - 350, GameAssets.screenBounds_bottom.getY() + 85); GameAssets.fontRobotoThinBold.draw(batch, GameAssets.trackTitle, infoTextX, infoTextY); GameAssets.fontRobotoThinBold.draw(batch, GameAssets.trackArtist, infoTextX, infoTextY - 60); GameAssets.fontRobotoThinBold.draw(batch, GameAssets.trackAlbum, infoTextX, infoTextY - 120); GameAssets.fontRobotoThinBold.draw(batch, GameAssets.license, infoTextX, infoTextY - 180); GameAssets.fontRobotoThinBold.draw(batch, GameAssets.licenseLink, infoTextX, infoTextY - 240); GameAssets.fontRobotoThinBold.draw(batch, GameAssets.changesMade, infoTextX, infoTextY - 300); break; } }
From source file:com.punchables.rainbowdad.RainbowDad.java
@Override public void create() { Gdx.app.log("LOG", "Creating RainbowDad.java..."); batch = new SpriteBatch(); font = new BitmapFont(); font.setColor(Color.BLACK); font.setScale(2, 2);/*from w ww .ja va2 s .co m*/ this.setScreen(new MainMenuScreen(this)); //Gdx.input.setInputProcessor(this); }