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

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

Introduction

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

Prototype

Color CYAN

To view the source code for com.badlogic.gdx.graphics Color CYAN.

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Usage

From source file:Tabox2D.java

License:Open Source License

/**
 * Draws the world, this is, sprites and Box2DDebugRenderer shapes
 *//*from  w  w  w.  ja  va  2s. co m*/
public void draw() {
    // Draw sprites:
    for (Tabody t : tabodies) {
        if (t.sprite != null) {
            spriteBath.begin();
            t.sprite.draw(spriteBath);
            spriteBath.end();
        }
        if (this.debug) {
            renderer.render(world, camera.combined);
            sr.begin(ShapeRenderer.ShapeType.Filled);
            sr.setAutoShapeType(true);
            sr.setColor(Color.RED);
            // Center of mass:
            sr.circle(t.body.getWorldCenter().x * meterSize, t.body.getWorldCenter().y * meterSize, 3);
            // Geometric center:
            sr.setColor(Color.CYAN);
            sr.set(ShapeRenderer.ShapeType.Line);
            sr.circle(t.body.getPosition().x * meterSize, t.body.getPosition().y * meterSize, 3);
            sr.end();
        }
    }
}

From source file:base.MyGdxGame.java

License:Open Source License

@Override
public void render() {
    ArrayList<Texture> textures = new ArrayList<>();
    Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); // clears the buffer
    batch.begin();//from ww w . j a v  a 2 s .  c  om
    LinkedList<PatternInstance> newList = new LinkedList<>();

    int x = Gdx.input.getX();
    int y = Gdx.input.getY();

    if (Gdx.input.isKeyJustPressed(Input.Keys.SPACE))
        willStep = !willStep;

    if (Gdx.input.isKeyJustPressed(Input.Keys.TAB))
        oneStep = true;

    if (Gdx.input.isTouched()) {
        if (Gdx.input.isKeyPressed(Input.Keys.SHIFT_LEFT))
            currentPatterns.add(new FrozenPatternInstance(
                    new PatternInstance(x, y - Gdx.graphics.getHeight() + 1, ONE_CELL, knownPatterns)));
        else
            currentPatterns
                    .add(new PatternInstance(x, y - Gdx.graphics.getHeight() + 1, ONE_CELL, knownPatterns));

    }

    for (ListIterator<PatternInstance> iter = currentPatterns.listIterator(); iter.hasNext();) {

        PatternInstance currentPatternInstance = iter.next();

        if (Gdx.input.isKeyJustPressed(Input.Keys.A))
            currentPatternInstance = new PatternInstance(currentPatternInstance.getX(),
                    currentPatternInstance.getY(), currentPatternInstance.getEntry());

        Texture tx = null;

        if (currentPatternInstance instanceof FrozenPatternInstance)
            tx = Engine.generatePatternTexture(currentPatternInstance.getEntry(), Color.CYAN);
        else
            tx = Engine.generatePatternTexture(currentPatternInstance.getEntry(), Color.YELLOW);

        if (currentPatternInstance.getRectangle().contains(x, y - Gdx.graphics.getHeight() + 1)) {
            tx = Engine.generatePatternTexture(currentPatternInstance.getEntry(), Color.MAGENTA);
            if (Gdx.input.isKeyJustPressed(Input.Keys.BACKSPACE)) {
                iter.remove();
                continue;
            }
        }

        if (willStep || oneStep) {
            PatternInstance[] successors = currentPatternInstance.step(actingRule, knownPatterns);
            for (PatternInstance i : successors)
                newList.add(i);
            batch.draw(tx, currentPatternInstance.getX(),
                    -currentPatternInstance.getY() - currentPatternInstance.getRectangle().getHeight() + 1);
        } else {
            newList.add(currentPatternInstance);
            batch.draw(tx, currentPatternInstance.getX(),
                    -currentPatternInstance.getY() - currentPatternInstance.getRectangle().getHeight() + 1);
        }

        textures.add(tx);

    }

    batch.end();

    Set<TreeSet<PatternInstance>> collisionSet = Engine.findCollisions(newList, 5);

    currentPatterns = Engine.cleanList(Engine.massMerge(collisionSet, newList, knownPatterns, actingRule));

    oneStep = false;

    for (Texture t : textures) {
        if (t != null)
            t.dispose();
    }

}

From source file:CB_UI.RouteOverlay.java

License:Open Source License

private static void initialColorField() {
    ColorField[0] = Color.RED;/*from   ww  w  .  j a  v a2  s  .  c o m*/
    ColorField[1] = Color.YELLOW;
    ColorField[2] = Color.BLACK;
    ColorField[3] = Color.LIGHT_GRAY;
    ColorField[4] = Color.GREEN;
    ColorField[5] = Color.BLUE;
    ColorField[6] = Color.CYAN;
    ColorField[7] = Color.GRAY;
    ColorField[8] = Color.MAGENTA;
    ColorField[9] = Color.ORANGE;
    ColorField[10] = Color.DARK_GRAY;
    ColorField[11] = Color.PINK;
    ColorField[12] = Color.WHITE;
}

From source file:com.andgate.ikou.view.FloorSelectScreen.java

License:Open Source License

public void buildStage() {
    stage.clear();/*from w  w w  .j  a  v a 2 s . co m*/
    stage.getViewport().setWorldSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    stage.getViewport().update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true);

    final Label.LabelStyle titleLabelStyle = new Label.LabelStyle(game.menuTitleFont, Color.CYAN);
    final ShaderLabel titleLabel = new ShaderLabel(SELECT_FLOOR_TEXT, titleLabelStyle, game.fontShader);

    final Label.LabelStyle floorOptionLabelStyle = new Label.LabelStyle(game.menuOptionFont, Color.BLACK);
    final Label.LabelStyle lockedFloorOptionLabelStyle = new Label.LabelStyle(game.menuOptionFont, Color.GRAY);
    Table floorOptionsTable = new Table();

    float padding = 0.5f * game.ppm;
    float actorLength = (float) Gdx.graphics.getWidth() / COLUMNS - padding * 2.0f;

    for (int floorNumber = 1; floorNumber <= levelData.totalFloors; floorNumber++) {
        ShaderLabel floorLabel = null;
        if (floorNumber <= levelData.completedFloors + 1) {
            floorLabel = new ShaderLabel("" + floorNumber, floorOptionLabelStyle, game.fontShader);
            floorLabel.addListener(new FloorOptionClickListener(game, this, levelData, floorNumber));
        } else {
            floorLabel = new ShaderLabel("?", lockedFloorOptionLabelStyle, game.fontShader);
        }

        floorOptionsTable.add(floorLabel).pad(padding).width(actorLength).height(actorLength).center();

        if (floorNumber % COLUMNS == 0) {
            floorOptionsTable.row();
        }
    }

    ScrollPane scrollPane = new ScrollPane(floorOptionsTable);

    Table table = new Table();

    table.add(titleLabel).center().top().row();
    table.add(scrollPane).fill().expand().top().left();

    table.setFillParent(true);

    stage.addActor(table);
    stage.setDebugAll(true);
}

From source file:com.andgate.ikou.view.LevelSelectScreen.java

License:Open Source License

private Table buildLevelSelectorTable() {
    final LabelStyle titleLabelStyle = new Label.LabelStyle(game.menuTitleFont, Color.CYAN);
    final ShaderLabel titleLabel = new ShaderLabel(SELECT_LEVEL_HEADER, titleLabelStyle, game.fontShader);

    Table levelsTable = buildLevelsTable();
    ScrollPane scrollPane = new ScrollPane(levelsTable);

    Table levelSelectorTable = new Table();
    levelSelectorTable.add(titleLabel).row();
    // Needs default/custom toggle switches for levels
    levelSelectorTable.add(scrollPane);//w w w.j av a  2 s . c  om

    return levelSelectorTable;
}

From source file:com.andgate.ikou.view.LevelSelectScreen.java

License:Open Source License

private Table buildFloorSelectTable() {
    final Table floorSelectTable = new Table();

    final LabelStyle floorProgressStyle = new LabelStyle(game.menuOptionFont, Color.WHITE);
    floorProgressLabel = new ShaderLabel(floorProgressString, floorProgressStyle, game.fontShader);

    final LabelStyle floorsSelectLabelStyle = new LabelStyle(game.menuTitleFont, Color.CYAN);
    final ShaderLabel floorSelectLabel = new ShaderLabel(SELECT_FLOOR_HEADER, floorsSelectLabelStyle,
            game.fontShader);//from   w  ww  . j a v a 2 s .  c o m
    final ShaderLabel noLevelSelected = new ShaderLabel(SELECT_LEVEL_MESSAGE, floorProgressStyle,
            game.fontShader);

    previewContainer = new Container();

    if (levelNameList.getSelectedIndex() == -1)
        previewContainer.setActor(noLevelSelected);

    float length = (Gdx.graphics.getWidth() < Gdx.graphics.getHeight()) ? Gdx.graphics.getWidth()
            : Gdx.graphics.getHeight();

    length *= 0.70f;
    previewContainer.size(length);

    floorSelectTable.add(floorSelectLabel).row();
    floorSelectTable.add(floorProgressLabel).row();
    floorSelectTable.add(previewContainer);

    return floorSelectTable;
}

From source file:com.andgate.ikou.view.MainMenuScreen.java

License:Open Source License

public void buildStage() {
    stage.clear();//from ww  w  .  j a v  a 2  s.com
    stage.getViewport().setWorldSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    stage.getViewport().update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true);

    final LabelStyle titleLabelStyle = new LabelStyle(game.logoFont, Color.CYAN);
    final ShaderLabel titleLabel = new ShaderLabel(Constants.GAME_NAME, titleLabelStyle, game.fontShader);

    final LabelStyle buttonLabelStyle = new LabelStyle(game.menuOptionFont, Color.WHITE);
    final ButtonStyle buttonStyle = new ButtonStyle(game.skin.getDrawable("default-round"),
            game.skin.getDrawable("default-round-down"), game.skin.getDrawable("default-round"));

    final ShaderLabel playButtonLabel = new ShaderLabel(PLAY_BUTTON_TEXT, buttonLabelStyle, game.fontShader);
    final Button playButton = new Button(buttonStyle);
    playButton.add(playButtonLabel);

    playButton.addListener(new ClickListener() {
        @Override
        public void clicked(InputEvent event, float x, float y) {
            //game.buttonPressedSound.play();
            game.setScreen(new LevelSelectScreen(game));
            MainMenuScreen.this.dispose();
        }
    });

    final ShaderLabel buildButtonLabel = new ShaderLabel(BUILD_BUTTON_TEXT, buttonLabelStyle, game.fontShader);
    final Button buildButton = new Button(buttonStyle);
    buildButton.add(buildButtonLabel);

    buildButton.addListener(new ClickListener() {
        @Override
        public void clicked(InputEvent event, float x, float y) {
            //game.buttonPressedSound.play();
            game.setScreen(new LevelBuilderScreen(game));
            MainMenuScreen.this.dispose();
        }
    });

    Table table = new Table();

    table.add(titleLabel).center().top().spaceBottom(25.0f).row();
    table.add(playButton).fill().spaceBottom(20.0f).center().bottom().row();
    table.add(buildButton).fill().spaceBottom(20.0f).center().bottom().row();

    table.setFillParent(true);

    stage.addActor(table);
}

From source file:com.andgate.pokeadot.MainMenuScreen.java

License:Open Source License

public MainMenuScreen(final PokeADot newGame) {
    game = newGame;/*  ww  w. ja v  a  2  s .c o m*/
    stage = new Stage();
    Gdx.input.setInputProcessor(stage);

    final LabelStyle titleLabelStyle = new LabelStyle(game.largeFont, Color.CYAN);
    final Label titleLabel = new Label(Constants.GAME_NAME, titleLabelStyle);

    final TextButtonStyle buttonStyle = new TextButtonStyle(game.skin.getDrawable("default-round"),
            game.skin.getDrawable("default-round-down"), game.skin.getDrawable("default-round"),
            game.mediumFont);

    final TextButton playButton = new TextButton(PLAY_BUTTON_TEXT, buttonStyle);
    final TextButton practiceButton = new TextButton(PRACTICE_BUTTON_TEXT, buttonStyle);
    final TextButton buyButton = new TextButton(BUY_BUTTON_TEXT, buttonStyle);

    playButton.addListener(new ClickListener() {
        @Override
        public void clicked(InputEvent event, float x, float y) {
            game.buttonPressedSound.play();
            game.setScreen(new GameScreen(game, PokeADot.GameMode.PLAY));
            MainMenuScreen.this.dispose();
        }
    });

    practiceButton.addListener(new ClickListener() {
        @Override
        public void clicked(InputEvent event, float x, float y) {
            game.buttonPressedSound.play();
            game.setScreen(new GameScreen(game, PokeADot.GameMode.PRACTICE));
            MainMenuScreen.this.dispose();
        }
    });

    buyButton.addListener(new ClickListener() {
        @Override
        public void clicked(InputEvent event, float x, float y) {
            Gdx.net.openURI("https://play.google.com/store/apps/details?id=com.andgate.pokeadot");
        }
    });

    final LabelStyle currentHighScoreLabelStyle = new LabelStyle(game.smallFont, Color.ORANGE);
    final String currentHighScore = String.format("%.2f", HighScoreService.get().time);
    final Label currentHighScoreLabel = new Label("Best time: " + currentHighScore, currentHighScoreLabelStyle);

    Table table = new Table();

    table.add(titleLabel).center().spaceBottom(25.0f).row();

    table.add(currentHighScoreLabel).center().spaceBottom(25.0f).row();

    float buttonWidth = practiceButton.getWidth();
    table.add(playButton).width(buttonWidth).spaceBottom(20.0f).center().row();
    table.add(practiceButton).spaceBottom(20.0f).center().row();

    if (game.isFree) {
        table.add(buyButton).width(buttonWidth).spaceBottom(20.0f).center().row();
    }

    table.setFillParent(true);

    stage.addActor(table);
}

From source file:com.badlogic.gdx.graphics.g3d.test.Viewer.java

License:Apache License

@Override
public void create() {

    Texture texture = new Texture(Gdx.files.internal("data/models/ninja.jpg"));
    Material mat = new Material("mat", new TextureAttribute(texture, 0, "s_tex"),
            new ColorAttribute(Color.CYAN, ColorAttribute.diffuse));
    model = new OgreXmlLoader().load(Gdx.files.internal("data/models/ninja.mesh.xml"),
            Gdx.files.internal("data/models/ninja.skeleton.xml"));
    model.setMaterial(mat);/*from   w w  w . j  a va 2 s  . co m*/

    cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    BoundingBox bounds = model.subMeshes[0].mesh.calculateBoundingBox();
    cam.position.set(bounds.getCenter().cpy().add(100, 100, 100));
    cam.lookAt(bounds.getCenter().x, bounds.getCenter().y, bounds.getCenter().z);
    cam.near = 0.1f;
    cam.far = 1000;

    renderer = new ImmediateModeRenderer10();
    batch = new SpriteBatch();
    font = new BitmapFont();

    for (String name : model.skeleton.animations.keys())
        animNames.add(name);
    animation = animNames.get(0);

}

From source file:com.codefiddler.libgdx.spinit.level.Level2.java

License:Apache License

public Color getSegmentColor() {
    return Color.CYAN;
}