Example usage for com.badlogic.gdx.graphics Color BLUE

List of usage examples for com.badlogic.gdx.graphics Color BLUE

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics Color BLUE.

Prototype

Color BLUE

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Usage

From source file:ch.coldpixel.game.MapDrawing.java

public void background() {
    shape.begin(ShapeRenderer.ShapeType.Filled);
    shape.rect(0, 0, LEVEL_1_WIDTH, LEVEL_1_HEIGTH, Color.BLUE, Color.BLUE, Color.ORANGE, Color.ORANGE);
    shape.setColor(Color.YELLOW);
    shape.circle(100, WINDOW_HEIGTH - 100, 50, 5);
    shape.end();/*from ww  w  .  ja  v  a 2s .  c  o  m*/
}

From source file:ch.p1gu.game.systeme.affichage.DessinerHUD.java

@Override
protected void processSystem() {
    Entity superLama = world.getManager(TagManager.class).getEntity("SuperLama");
    Vie vie = mapperVie.get(superLama);//from w w  w  .j a  va 2s .  c  o m
    Bouclier bouclier = mapperBou.get(superLama);

    for (int i = 0; i < vie.vie; i++) {
        rendererFilled.setColor(Color.RED);
        rendererFilled.circle(10 + ((i * 12)), 7, 5);
    }

    rendererFilled.setColor(Color.BLUE);
    rendererFilled.rect(5, 17, bouclier.energie * 1, 10);
}

From source file:com.badlogic.gdx.tests.dragome.examples.GearsDemo.java

@Override
public void create() {

    environment = new Environment();
    environment.set(new ColorAttribute(ColorAttribute.AmbientLight, .2f, .2f, .2f, 2f));
    //      environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, 0f, -0.5f, -0.5f));

    sl = new PointLight().setPosition(-5, 10, -6).setColor(1, 1, 1, 1).setIntensity(150);

    //      sl2 = new PointLight().setPosition(0, 7, 5).setColor(0.3f, 0.8f, 0.3f, 1)
    //         .setIntensity(20);
    ////  www .  ja va  2  s .c  om
    //      sl3 = new PointLight().setPosition(0, 9, 6).setColor(0.3f, 0.3f, 0.8f, 1)
    //         .setIntensity(20);

    environment.add(sl);
    //      environment.add(sl2);
    //      environment.add(sl3);

    cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    cam.position.set(-10, 3, 10f);
    cam.lookAt(-3, 0, 0);
    cam.near = 1f;
    cam.far = 100f;
    cam.update();

    cameraController = new CameraInputController(cam);
    cameraController.autoUpdate = false;
    cameraController.forwardTarget = false;
    cameraController.translateTarget = false;

    Gdx.input.setInputProcessor(new InputMultiplexer(cameraController));

    time = TimeUtils.millis();

    viewport = new ScreenViewport(cam);
    guiViewport = new ScreenViewport();

    DefaultShaderProvider defaultShaderProvider = new DefaultShaderProvider();
    modelBatch = new ModelBatch(defaultShaderProvider);

    ModelBuilder modelBuilder = new ModelBuilder();
    model1 = gear(modelBuilder, 1.0f, 4.0f, 1.0f, 20, 0.7f, Color.RED);
    gear1 = new ModelInstance(model1);

    model2 = gear(modelBuilder, 0.5f, 2.0f, 2.0f, 10, 0.7f, Color.GREEN);
    gear2 = new ModelInstance(model2);

    model3 = gear(modelBuilder, 1.3f, 2.0f, 1.5f, 10, 0.7f, Color.BLUE);
    gear3 = new ModelInstance(model3);

    font = new BitmapFont();

    batch = new SpriteBatch();

    lightModel = modelBuilder.createSphere(1, 1, 1, 10, 10,
            new Material(ColorAttribute.createDiffuse(1, 1, 1, 1)), Usage.Position);
    lightModel.nodes.get(0).parts.get(0).setRenderable(pLight = new Renderable());
}

From source file:com.badlydrawngames.general.SimpleButton.java

License:Apache License

public void draw(SpriteBatch spriteBatch) {
    Color oldColor = font.getColor();
    if (down) {//  ww  w  . j a va 2  s  . c o m
        spriteBatch.setColor(Color.RED);
    } else {
        spriteBatch.setColor(Color.BLUE);
    }
    spriteBatch.draw(Assets.pureWhiteTextureRegion, x, y, w, h);
    spriteBatch.setColor(Color.WHITE);
    if (down) {
        font.setColor(oldColor.r / 2, oldColor.g / 2, oldColor.b / 2, oldColor.a);
    }
    float textX = x;
    float textY = y + h;
    textY -= (h - textHeight) / 2;
    font.drawWrapped(spriteBatch, text, textX, textY, w, alignment);
    font.setColor(oldColor);
}

From source file:com.badlydrawngames.veryangryrobots.WorldView.java

License:Apache License

private int createWallsAndDoors(SpriteCache sc) {
    // Walls and doors never move, so we put them into a sprite cache.
    sc.clear();//from  w w  w  . j av a2 s.com
    sc.beginCache();
    sc.setColor(Color.BLUE);
    Array<Rectangle> rects = world.getWallRects();
    for (int i = 0; i < rects.size; i++) {
        Rectangle rect = rects.get(i);
        sc.add(Assets.pureWhiteTextureRegion, rect.x, rect.y, rect.width, rect.height);
    }
    sc.setColor(1, 1, 0, 1);
    rects = world.getDoorRects();
    for (int i = 0; i < rects.size; i++) {
        Rectangle rect = rects.get(i);
        sc.add(Assets.pureWhiteTextureRegion, rect.x, rect.y, rect.width, rect.height);
    }
    return sc.endCache();
}

From source file:com.bladecoder.engine.util.Utils3D.java

License:Apache License

private static void createAxes() {
    ModelBuilder modelBuilder = new ModelBuilder();
    modelBuilder.begin();// w ww . j a v  a 2 s .  c  o m
    MeshPartBuilder builder = modelBuilder.part("grid", GL20.GL_LINES, Usage.Position | Usage.ColorUnpacked,
            new Material());
    builder.setColor(Color.LIGHT_GRAY);
    for (float t = GRID_MIN; t <= GRID_MAX; t += GRID_STEP) {
        builder.line(t, 0, GRID_MIN, t, 0, GRID_MAX);
        builder.line(GRID_MIN, 0, t, GRID_MAX, 0, t);
    }
    builder = modelBuilder.part("axes", GL20.GL_LINES, Usage.Position | Usage.ColorUnpacked, new Material());
    builder.setColor(Color.RED);
    builder.line(0, 0, 0, 10, 0, 0);
    builder.setColor(Color.GREEN);
    builder.line(0, 0, 0, 0, 10, 0);
    builder.setColor(Color.BLUE);
    builder.line(0, 0, 0, 0, 0, 10);
    axesModel = modelBuilder.end();
    axesInstance = new ModelInstance(axesModel);
}

From source file:com.evoluzion.Pantalla.java

License:Open Source License

@Override
public void render(float delta) {

    //Game loop/*from   ww  w .jav a 2 s.  com*/
    Gdx.gl.glClearColor(0, 0, 0, 1);
    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

    camara.update();
    stage.act(delta);

    if (verBotones1 == 1) {
        b_colectar.setVisible(false);
        b_colectarP.setVisible(false);
        b_colectarPM.setVisible(false);
        b_colectarPnM.setVisible(false);

        verBotones1 = verBotones1 * 2;

    }

    if (verBotones1 == -1) {
        b_colectar.setVisible(true);
        b_colectarP.setVisible(true);
        b_colectarPM.setVisible(true);
        b_colectarPnM.setVisible(true);

        verBotones1 = verBotones1 * 2;
    }

    if (m.pausaGame == 1) { //1=play -1=pausa
        m.update();//actualiza los datos que maneja el Mundo
        //   System.out.println("rendering");
    }

    batch.setProjectionMatrix(camara.combined);
    //comienzo a graficar   
    //                  
    //dibuja Senergia   

    if (cb_verEnergia.isChecked() == true) {
        cantidad = m.ase.size;

        for (cont = cantidad - 1; cont >= 0; cont--) {
            se = m.ase.get(cont);
            se.verObjeto(batch);
        }
    }
    //dibujamos Qenergia
    if (cb_verMasa.isChecked() == true) {
        cantidad2 = m.aqe.size;

        for (cont2 = cantidad2 - 1; cont2 >= 0; cont2--) {
            qe = m.aqe.get(cont2);
            qe.verObjeto(batch);
        }
    }

    //   for(Qenergia qe :m.aqe){qe.verObjeto(batch);}   
    //dibujamos los organismos   

    if (cb_verOrganismos.isChecked() == true) {
        cantidad3 = m.aorg.size;

        for (cont3 = cantidad3 - 1; cont3 >= 0; cont3--) {
            or = m.aorg.get(cont3);
            or.verOrganismo(batch);
        }
        // verl los organismos marcados
        cantidad3 = m.aorg.size;

        for (cont3 = cantidad3 - 1; cont3 >= 0; cont3--) {
            or = m.aorg.get(cont3);
            or.verMarcado(borde, batch, fuente);
        }
    }

    //dibujar rectangulos en modo debug            
    if (debugin == true) {

        for (Organismo or : m.aorg) {
            or.verBorde(borde);
        }
        //for(Senergia se: m.ase){ se.verBorde(borde);}
        for (Qenergia qe : m.aqe) {
            qe.verBorde(borde);
        }
    }

    caja.begin(ShapeType.FilledRectangle);

    caja.setColor(Color.BLACK);
    caja.filledRect(0, m.alto - 30, m.ancho, 30);
    caja.end();
    batch.begin();
    fuente.draw(batch, "d: " + m.dias + " |h: " + m.horas + " |m: " + m.minutos + " |s: " + m.segundos, 400,
            m.alto - 30);
    batch.end();

    if (verPanel == 1) {
        caja.begin(ShapeType.FilledRectangle);
        caja.setColor(Color.BLUE);
        caja.filledRect(0, m.alto - 400, 170, 400);
        caja.end();

        batch.begin();

        fuente.setColor(Color.WHITE);
        fuente.draw(batch, tx.Organismos + m.aorg.size, 5, m.alto - 30);
        fuente.draw(batch, tx.mutantes + m.aEspesies.size, 5, m.alto - 50);
        int masatotal = (int) (m.BiomasaTotal() + m.MateriaLibre());
        fuente.draw(batch, tx.masaTotal + masatotal, 5, m.alto - 70);

        fuente.draw(batch, tx.masa + m.MateriaLibre(), 5, m.alto - 90);
        fuente.draw(batch, tx.biomasa + m.BiomasaTotal(), 5, m.alto - 110);
        fuente.draw(batch, tx.velocidadMedia + format.format(m.velocidadMedia()), 5, m.alto - 130);
        fuente.draw(batch, tx.tamanoMedi + format.format(m.tamanoMedio()), 5, m.alto - 150);
        fuente.draw(batch, tx.tasaMutacionMedia + m.tasaMutMedio(), 5, m.alto - 170);
        fuente.draw(batch, tx.vidaMdia + format.format(m.longevidadMedio()) + " (s)", 5, m.alto - 190);
        fuente.draw(batch, tx.resistensiaATB + m.cantidadResistentes(), 5, m.alto - 210);
        fuente.draw(batch, tx.temperatura + format.format(m.temperatura), 5, m.alto - 230);
        fuente.draw(batch, tx.temOptimaMedia + format.format(m.temOptimaMedia()), 5, m.alto - 250);

        if (m.antibiotico == 1) {
            fuente.draw(batch, tx.antibioticoON, 5, m.alto - 370);
        } else {
            fuente.draw(batch, tx.antibioticoOFF, 5, m.alto - 370);
        }
        ;

        batch.end();

        cb_verEnergia.setVisible(true);
        cb_verMasa.setVisible(true);
        cb_verOrganismos.setVisible(true);

    }

    if (verPanel == -1) {

        cb_verEnergia.setVisible(false);
        cb_verMasa.setVisible(false);
        cb_verOrganismos.setVisible(false);
    }

    //botones
    batch.begin();
    stage.draw();
    batch.end();

    if (Gdx.input.justTouched()) {
        Vector3 touchPos = new Vector3();
        touchPos.set(Gdx.input.getX(), Gdx.input.getY(), 0);
        camara.unproject(touchPos);
        //   System.out.println(touchPos.x + " "+ touchPos.y);   

        cantidad3 = m.aorg.size;

        for (cont3 = cantidad3 - 1; cont3 >= 0; cont3--) {

            or = m.aorg.get(cont3);
            if (touchPos.x > or.posicion.x && touchPos.x < or.posicion.x + or.ancho
                    && touchPos.y > or.posicion.y && touchPos.y < or.posicion.y + or.alto) {

                or.marcado = or.marcado * (-1);

            }
        }
    }

    if (Gdx.input.isButtonPressed(Input.Buttons.LEFT)) {

        Vector3 touchPos = new Vector3();
        touchPos.set(Gdx.input.getX(), Gdx.input.getY(), 0);
        camara.unproject(touchPos);

        cantidad3 = m.aorg.size;

        for (cont3 = cantidad3 - 1; cont3 >= 0; cont3--) {

            or = m.aorg.get(cont3);

            if (or.marcado == -1 && touchPos.x > or.posicion.x - or.ancho
                    && touchPos.x < or.posicion.x + or.ancho * 2 && touchPos.y > or.posicion.y - or.alto
                    && touchPos.y < or.posicion.y + or.alto * 2) {

                or.posicion.x = touchPos.x - or.ancho / 2;
                or.posicion.y = touchPos.y - or.alto / 2;
                or.update();
            }
        }

    }

}

From source file:com.finalproject.MainGame.EndScreen.java

public void create() {
    batch = new SpriteBatch();
    stage = new Stage();
    Gdx.input.setInputProcessor(stage);//from  w  ww .j a  va2 s  .  c om

    skin = new Skin();
    // Generate a 1x1 white texture and store it in the skin named "black".                
    Pixmap pixmap = new Pixmap(100, 75, Format.RGBA8888);
    pixmap.setColor(Color.BLACK);
    pixmap.fill();

    skin.add("black", new Texture(pixmap));

    BitmapFont bfont = new BitmapFont();
    BitmapFont titleFont = new BitmapFont();
    titleFont.getData().setScale(1);
    bfont.getData().setScale(1);
    skin.add("default", bfont);

    TextButtonStyle textButtonStyle = new TextButtonStyle();
    textButtonStyle.up = skin.newDrawable("black", Color.DARK_GRAY);
    textButtonStyle.down = skin.newDrawable("black", Color.DARK_GRAY);
    textButtonStyle.checked = skin.newDrawable("black", Color.BLUE);
    textButtonStyle.over = skin.newDrawable("black", Color.LIGHT_GRAY);
    LabelStyle textLabelStyle = new LabelStyle();
    textLabelStyle.font = skin.getFont("default");

    textButtonStyle.font = skin.getFont("default");
    // Import the fonts for the Loose label
    skin.add("default", textButtonStyle);
    skin.add("default", textLabelStyle);

    // Add the end screen label
    final Label title = new Label("  Y o u  L o s e !  ", textLabelStyle);
    title.setPosition(265, 300);
    stage.addActor(title);
}

From source file:com.finalproject.MainGame.MenuScreen.java

public void create() {
    // play the start screen sound
    AssetManager.splash.play();//from w w  w .  ja  v a  2s .  c  o m
    batch = new SpriteBatch();
    stage = new Stage();
    Gdx.input.setInputProcessor(stage);

    skin = new Skin();
    // Generate a 1x1 white texture and store it in the skin named "black".
    Pixmap pixmap = new Pixmap(100, 75, Format.RGBA8888);
    pixmap.setColor(Color.BLACK);
    pixmap.fill();

    skin.add("black", new Texture(pixmap));

    BitmapFont bfont = new BitmapFont();
    BitmapFont titleFont = new BitmapFont();
    titleFont.getData().setScale(1);
    bfont.getData().setScale(1);
    skin.add("default", bfont);

    TextButtonStyle textButtonStyle = new TextButtonStyle();
    textButtonStyle.up = skin.newDrawable("black", Color.DARK_GRAY);
    textButtonStyle.down = skin.newDrawable("black", Color.DARK_GRAY);
    textButtonStyle.checked = skin.newDrawable("black", Color.BLUE);
    textButtonStyle.over = skin.newDrawable("black", Color.LIGHT_GRAY);
    LabelStyle textLabelStyle = new LabelStyle();
    textLabelStyle.font = skin.getFont("default");

    textButtonStyle.font = skin.getFont("default");
    // Import the fonts for the start button and the instructions
    skin.add("default", textButtonStyle);
    skin.add("default", textLabelStyle);

    // Add the start button and instructions labels
    final TextButton textButton = new TextButton("Start", textButtonStyle);
    final Label title = new Label("Call of Duty Ghosts - NAWN Edition", textLabelStyle);
    final Label Instructions = new Label(" W, A, S, D keys to move the player around   ", textLabelStyle);
    final Label Instructions2 = new Label(" Left click to shoot   ", textLabelStyle);

    //set the position of the start button and the instructions labels
    title.setPosition(210, 400);
    Instructions.setPosition(190, 150);
    Instructions2.setPosition(280, 100);
    textButton.setPosition(275, 300);

    //import the buttons and labels into the gameScreen
    stage.addActor(title);
    stage.addActor(Instructions);
    stage.addActor(Instructions2);
    stage.addActor(textButton);

    //add a listener to determine when the start button has been Clicked
    textButton.addListener(new ChangeListener() {

        public void changed(ChangeEvent event, Actor actor) {
            //When the start button has been clicked
            // remove the start button
            // start the game
            // turn of the start screen music    
            textButton.remove();
            g.setScreen(new MainGame(g));
            AssetManager.splash.dispose();
        }
    });
}

From source file:com.finalproject.MainGame.WinScreen.java

public void create() {
    batch = new SpriteBatch();
    stage = new Stage();
    Gdx.input.setInputProcessor(stage);/*from w w  w .  jav a2s. c o m*/

    skin = new Skin();
    // Generate a 1x1 white texture and store it in the skin named "black".
    Pixmap pixmap = new Pixmap(100, 75, Format.RGBA8888);
    pixmap.setColor(Color.BLACK);
    pixmap.fill();

    skin.add("black", new Texture(pixmap));

    BitmapFont bfont = new BitmapFont();
    BitmapFont titleFont = new BitmapFont();
    titleFont.getData().setScale(1);
    bfont.getData().setScale(1);
    skin.add("default", bfont);

    TextButtonStyle textButtonStyle = new TextButtonStyle();
    textButtonStyle.up = skin.newDrawable("black", Color.DARK_GRAY);
    textButtonStyle.down = skin.newDrawable("black", Color.DARK_GRAY);
    textButtonStyle.checked = skin.newDrawable("black", Color.BLUE);
    textButtonStyle.over = skin.newDrawable("black", Color.LIGHT_GRAY);
    LabelStyle textLabelStyle = new LabelStyle();
    textLabelStyle.font = skin.getFont("default");

    textButtonStyle.font = skin.getFont("default");
    // Import the fonts for the Win label
    skin.add("default", textButtonStyle);
    skin.add("default", textLabelStyle);
    // Add the Win screen Label
    final Label title = new Label("  Y o u  W i n!  ", textLabelStyle);
    title.setPosition(265, 300);
    stage.addActor(title);
}