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

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

Introduction

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

Prototype

Color GRAY

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

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Usage

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  a2  s  . c o 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.barconr.games.marblegame.Maze3Drenderer.java

License:Apache License

private void createModels(TiledMap tiledmap) {

    // Load the Tiled map layer and store some relevant variables
    TiledMapTileLayer tilelayer = (TiledMapTileLayer) (tiledmap.getLayers().get(0));
    layerHeight = tilelayer.getHeight();
    layerWidth = tilelayer.getWidth();/*from   w  ww.j  a  v  a 2s  . com*/

    tileWidth = tileHeight = CUBE_SIZE;

    for (int y_pos = 0; y_pos < layerHeight; y_pos++) {

        for (int x_pos = 0; x_pos < layerWidth; x_pos++) {

            //boolean impassibleBlock = tilelayer.getCell(x_pos, layerHeight-y_pos-1).getTile().getProperties().containsKey("block");
            boolean impassibleBlock = tilelayer.getCell(x_pos, y_pos).getTile().getProperties()
                    .containsKey("block");
            if (impassibleBlock) {
                //Draw a cube here
                float xcord = x_pos * tileWidth;
                float ycord = y_pos * tileHeight;

                addBox(new Vector3(xcord, ycord, 0));
                //               mazeBuilder.createMazePart(xcord,ycord,0);
            }

        }

    }

    //Background
    addBox(new Vector3((layerWidth * tileWidth) / 2, (layerHeight * tileHeight) / 2, -CUBE_SIZE),
            layerWidth * tileWidth, layerHeight * tileHeight, CUBE_SIZE, Color.GRAY);

}

From source file:com.binarytenshi.nopassing.core.SplineHandler.java

public static void drawSplines() {
    shaper.setProjectionMatrix(CameraHandler.getCamera().combined);
    shaper.setColor(Color.GRAY);
    for (Spline spline : splines) {
        drawSpline(spline);/*from   w w w .  j av a  2 s .  co m*/
    }

    shaper.setColor(Color.BLACK);
    if (currentSpline != null) {
        drawSpline(currentSpline);
    }
}

From source file:com.bladecoder.engine.ui.LoadingScreen.java

License:Apache License

@Override
public void render(float delta) {

    // Try to load scene for WAIT_TIME_MS before continue. If not loaded in
    // this time,
    // show the loading screen
    if (wait) {//w  ww  .  ja va2  s. c  om
        float t0 = System.currentTimeMillis();
        float t = 0f;
        while (EngineAssetManager.getInstance().isLoading() && t - t0 < WAIT_TIME_MS) {
            t = System.currentTimeMillis();
        }
    }

    if (!EngineAssetManager.getInstance().isLoading()) {
        ui.setCurrentScreen(Screens.SCENE_SCREEN);
        return;
    }

    Gdx.gl.glClearColor(0, 0, 0, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    // Only show the squares when time > INIT_TIME
    if (initTime < INIT_TIME_SEG) {
        initTime += delta;
        return;
    }

    final SpriteBatch batch = ui.getBatch();

    batch.setProjectionMatrix(viewport.getCamera().combined);
    batch.begin();

    update(delta);

    for (int i = 0; i < numSquares; i++) {
        final Color color = i == pos ? Color.WHITE : Color.GRAY;
        RectangleRenderer.draw(ui.getBatch(), x + i * (squareWidth + margin), y, squareWidth, squareHeight,
                color);
    }
    batch.end();
}

From source file:com.codefiddler.libgdx.spinit.level.Level1.java

License:Apache License

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

From source file:com.codefiddler.libgdx.tetris.domain.Tetrimino.java

License:Apache License

public static Tetrimino getJ() {
    return new Tetrimino(J, Color.GRAY);
}

From source file:com.dgzt.core.Table.java

License:Open Source License

/**
 * The constructor./*from w  w w . j  av  a 2  s . c o m*/
 * 
 * @param shader - The shader.
 * @param gameControl - The game control.
 */
public Table(final ShaderProgram shader, final GameControl gameControl) {
    super(shader, Color.GRAY);

    box2DWorld = new World(new Vector2(0, 0), true);
    final EventListener eventListener = new EventListener(this, gameControl);
    box2DWorld.setContactListener(eventListener);
    addBox2DWalls();

    map = new Map(shader, box2DWorld, (Table.WIDTH - Map.WIDTH) / 2, (Table.HEIGHT - Map.HEIGHT) / 2);

    leftGate = new LeftGate(shader, box2DWorld,
            (Table.WIDTH - Map.WIDTH) / 2 - LeftGate.WIDTH + LineShape.LINE_WIDTH,
            (Table.HEIGHT - LeftGate.HEIGHT) / 2);
    rightGate = new RightGate(shader, box2DWorld,
            Table.WIDTH - (Table.WIDTH - Map.WIDTH) / 2 - LineShape.LINE_WIDTH,
            (Table.HEIGHT - RightGate.HEIGHT) / 2);

    playerButtons = new ArrayList<Button>();
    opponentButtons = new ArrayList<Button>();

    addButtons(shader, eventListener);

    ball = new Ball(this, shader, eventListener, box2DWorld, Table.WIDTH / 2, Table.HEIGHT / 2);

    arrow = new Arrow(this, shader);
}

From source file:com.gamemaker.gameworld.GameRenderer.java

License:Apache License

public void drawGameOver(float delta) {
    AssetLoader.backgroundMusic.stop();//from  w  w w .  j  av a 2  s  .  com
    AssetLoader.monsterMusic.stop();
    AssetLoader.yell.stop();
    AssetLoader.dangerous.stop();
    AssetLoader.monsterSound.stop();
    AssetLoader.startSound.stop();
    AssetLoader.billycanSound.stop();
    AssetLoader.waterSound.stop();
    AssetLoader.bushonionSound.stop();
    AssetLoader.rockSound1.stop();
    AssetLoader.rockSound2.stop();
    AssetLoader.backgroundMusicLev2.stop();
    tempRunTimeGameOver += delta;
    shapeRenderer.begin(ShapeType.Filled);
    shapeRenderer.setColor(Color.GRAY);
    shapeRenderer.rect(0, 0, 1280, 720);
    shapeRenderer.end();
    batcher.begin();
    font.getData().setScale(5f, -5f);
    font.setColor(Color.WHITE);

    //if (myWorld.getMonster().getMonsterGo() == 1 || myWorld.getKingbrown1().collides(myWorld.getPlayer()) || myWorld.getKingbrown2().collides(myWorld.getPlayer()) || myWorld.getWater() <= 0 || myWorld.collideStone()) {
    if (deathSoundPlay) {
        AssetLoader.die.play();
        deathSoundPlay = false;
    }
    layout.setText(font4, "Ngarlpu wiyarringu");
    font4.draw(batcher, layout, 280, 120);
    if (playerDeath.getKeyFrameIndex(tempRunTimeGameOver) == 2) {
        flagDeath = false;
    }
    if (flagDeath) {
        batcher.draw(playerDeath.getKeyFrame(tempRunTimeGameOver), 500, 400);
    } else {
        batcher.draw(AssetLoader.death3, 500, 550);
    }
    Gdx.app.log("drawGameOver", "called");
    //}
    /*else if (myWorld.getMonster().getMonsterGo() == 2) {
    font.draw(batcher, "You Win", 554, 250);
    font.draw(batcher, "Touch The Screen", 370, 380);
    }*/
    font.getData().setScale(1f, -1f);

    drawButton();

    batcher.end();
}

From source file:com.jupiter.europa.screen.MainMenuScreen.java

License:Open Source License

private static void buildMainMenuSkin() {
    Skin skin = new Skin();

    // Fonts/* ww  w.  j a  va  2 s  . c om*/
    skin.add(BUTTON_FONT_KEY, EuropaGame.game.getAssetManager()
            .get(FileLocations.FONTS_DIRECTORY.resolve(BUTTON_FONT).toString()));
    skin.add(TITLE_FANCY_FONT_KEY, EuropaGame.game.getAssetManager()
            .get(FileLocations.FONTS_DIRECTORY.resolve(TITLE_FANCY_FONT).toString()));
    skin.add(TITLE_FONT_KEY, EuropaGame.game.getAssetManager()
            .get(FileLocations.FONTS_DIRECTORY.resolve(TITLE_FONT).toString()));
    skin.add(LIST_FONT_KEY,
            EuropaGame.game.getAssetManager().get(FileLocations.FONTS_DIRECTORY.resolve(LIST_FONT).toString()));
    skin.add(TEXT_FIELD_FONT_KEY, EuropaGame.game.getAssetManager()
            .get(FileLocations.FONTS_DIRECTORY.resolve(TEXT_FIELD_FONT).toString()));
    skin.add(INFO_LABEL_FONT_KEY, EuropaGame.game.getAssetManager()
            .get(FileLocations.FONTS_DIRECTORY.resolve(INFO_LABEL_FONT).toString()));

    // Set the background texture
    Pixmap pixmap = new Pixmap(1, (int) 1, Pixmap.Format.RGB888);
    pixmap.setColor(Color.WHITE);
    pixmap.fill();
    skin.add(SOLID_TEXTURE_KEY, new Texture(pixmap));
    Drawable transparentDrawable = skin.newDrawable(SOLID_TEXTURE_KEY, TRANSPARENT);

    // Get values from the atlas
    skin.addRegions(
            EuropaGame.game.getAssetManager().get(MAIN_MENU_SKIN_DIRECTORY.resolve(ATLAS_KEY).toString()));

    // Colors
    Color textButtonFontColor = new Color(0.85f, 0.85f, 0.85f, 1.0f);

    // Set images
    Drawable textButtonBackground = new TextureRegionDrawable(
            skin.get(BUTTON_BACKGROUND_KEY, TextureRegion.class));
    textButtonBackground.setLeftWidth(32);
    textButtonBackground.setRightWidth(32);
    textButtonBackground.setTopHeight(5);
    textButtonBackground.setBottomHeight(5);
    skin.add(BUTTON_BACKGROUND_KEY, textButtonBackground);

    Drawable textButtonBackgroundDown = new TextureRegionDrawable(
            skin.get(BUTTON_DOWN_KEY, TextureRegion.class));
    textButtonBackgroundDown.setLeftWidth(32);
    textButtonBackgroundDown.setRightWidth(32);
    textButtonBackgroundDown.setTopHeight(5);
    textButtonBackgroundDown.setBottomHeight(5);
    skin.add(BUTTON_DOWN_KEY, textButtonBackgroundDown);

    Drawable listSelection = new TextureRegionDrawable(skin.get(LIST_SELECTION_KEY, TextureRegion.class));
    listSelection.setLeftWidth(7);
    listSelection.setRightWidth(7);
    listSelection.setTopHeight(0);
    listSelection.setBottomHeight(0);
    skin.add(LIST_SELECTION_KEY, listSelection);

    Drawable tabButtonBackground = new TextureRegionDrawable(
            skin.get(TAB_BUTTON_BACKGROUND_KEY, TextureRegion.class));
    tabButtonBackground.setLeftWidth(5);
    tabButtonBackground.setRightWidth(5);
    tabButtonBackground.setTopHeight(0);
    tabButtonBackground.setBottomHeight(0);
    skin.add(TAB_BUTTON_BACKGROUND_KEY, tabButtonBackground);

    Drawable tabButtonBackgroundSelected = new TextureRegionDrawable(
            skin.get(TAB_BUTTON_SELECTED_KEY, TextureRegion.class));
    tabButtonBackgroundSelected.setLeftWidth(5);
    tabButtonBackgroundSelected.setRightWidth(5);
    tabButtonBackgroundSelected.setTopHeight(0);
    tabButtonBackgroundSelected.setBottomHeight(0);
    skin.add(TAB_BUTTON_SELECTED_KEY, tabButtonBackgroundSelected);

    Drawable titleBackground = new TextureRegionDrawable(skin.get(TITLE_BACKGROUND_KEY, TextureRegion.class));
    titleBackground.setLeftWidth(10);
    titleBackground.setRightWidth(10);
    titleBackground.setTopHeight(0);
    titleBackground.setBottomHeight(0);
    skin.add(TITLE_BACKGROUND_KEY, titleBackground);

    Drawable numberIncreaseDrawable = new TextureRegionDrawable(
            skin.get(NUMBER_SELECTOR_INCREASE_KEY, TextureRegion.class));
    numberIncreaseDrawable.setLeftWidth(0);
    numberIncreaseDrawable.setRightWidth(0);
    numberIncreaseDrawable.setTopHeight(0);
    numberIncreaseDrawable.setBottomHeight(0);
    skin.add(NUMBER_SELECTOR_INCREASE_KEY, numberIncreaseDrawable);

    Drawable numberDecreaseDrawable = new TextureRegionDrawable(
            skin.get(NUMBER_SELECTOR_DECREASE_KEY, TextureRegion.class));
    numberDecreaseDrawable.setLeftWidth(0);
    numberDecreaseDrawable.setRightWidth(0);
    numberDecreaseDrawable.setTopHeight(0);
    numberDecreaseDrawable.setBottomHeight(0);
    skin.add(NUMBER_SELECTOR_DECREASE_KEY, numberDecreaseDrawable);

    skin.add(DIALOG_BACKGROUND_KEY,
            skin.newDrawable(new TextureRegionDrawable(skin.get(DIALOG_BACKGROUND_KEY, TextureRegion.class)),
                    new Color(1.0f, 1.0f, 1.0f, 1.0f)));
    skin.add(POPUP_BACKGROUND_KEY,
            skin.newDrawable(new TextureRegionDrawable(skin.get(POPUP_BACKGROUND_KEY, TextureRegion.class)),
                    new Color(1.0f, 1.0f, 1.0f, 1.0f)));
    skin.add(LIST_BACKGROUND_KEY,
            skin.newDrawable(new TextureRegionDrawable(skin.get(LIST_BACKGROUND_KEY, TextureRegion.class)),
                    new Color(1.0f, 1.0f, 1.0f, 1.0f)));
    skin.add(LIST_SELECTION_KEY,
            skin.newDrawable(new TextureRegionDrawable(skin.get(LIST_SELECTION_KEY, TextureRegion.class)),
                    new Color(1.0f, 1.0f, 1.0f, 1.0f)));
    skin.add(CREDITS_BACKGROUND_KEY,
            skin.newDrawable(new TextureRegionDrawable(skin.get(CREDITS_BACKGROUND_KEY, TextureRegion.class)),
                    new Color(1.0f, 1.0f, 1.0f, 1.0f)));

    Drawable dropdownListBackground = skin.newDrawable(
            new TextureRegionDrawable(skin.get(DROP_DOWN_LIST_BACKGROUND, TextureRegion.class)),
            new Color(1, 1, 1, 1));
    dropdownListBackground.setLeftWidth(28);
    dropdownListBackground.setRightWidth(28);
    dropdownListBackground.setTopHeight(0);
    dropdownListBackground.setBottomHeight(0);
    skin.add(DROP_DOWN_LIST_BACKGROUND, dropdownListBackground);

    // Create a Label style for the title
    Label.LabelStyle titleStyle = new Label.LabelStyle();
    titleStyle.background = transparentDrawable;
    titleStyle.font = skin.getFont(TITLE_FONT_KEY);
    titleStyle.fontColor = new Color(Color.BLACK);
    skin.add(DEFAULT_KEY, titleStyle);

    // Fancy Character Label Style
    Label.LabelStyle fancyTitleStyle = new Label.LabelStyle();
    fancyTitleStyle.background = transparentDrawable;
    fancyTitleStyle.font = skin.getFont(TITLE_FANCY_FONT_KEY);
    fancyTitleStyle.fontColor = new Color(Color.BLACK);
    skin.add(FANCY_KEY, fancyTitleStyle);

    // Create a Label style for dialogs
    LabelStyle infoStyle = new LabelStyle();
    infoStyle.background = transparentDrawable;
    infoStyle.font = skin.getFont(INFO_LABEL_FONT_KEY);
    infoStyle.fontColor = new Color(Color.BLACK);
    skin.add(INFO_STYLE_KEY, infoStyle);

    // Default Button Style
    TextButton.TextButtonStyle textButtonStyle = new TextButton.TextButtonStyle();
    textButtonStyle.up = textButtonBackground;
    textButtonStyle.down = textButtonBackgroundDown;
    textButtonStyle.checked = textButtonBackground;
    textButtonStyle.over = textButtonBackgroundDown;
    textButtonStyle.disabled = textButtonBackground;
    textButtonStyle.font = skin.getFont(BUTTON_FONT_KEY);
    textButtonStyle.fontColor = textButtonFontColor;
    textButtonStyle.disabledFontColor = new Color(0.3f, 0.3f, 0.3f, 1.0f);
    //        textButtonStyle.pressedOffsetX = 2f;
    //        textButtonStyle.pressedOffsetY = -3f;
    skin.add(DEFAULT_KEY, textButtonStyle);

    // Tab Button Style
    TextButtonStyle tabButtonStyle = new TextButtonStyle();
    tabButtonStyle.up = tabButtonBackground;
    tabButtonStyle.down = tabButtonBackground;
    tabButtonStyle.checked = tabButtonBackgroundSelected;
    tabButtonStyle.over = tabButtonBackground;
    tabButtonStyle.disabled = tabButtonBackground;
    tabButtonStyle.font = skin.getFont(BUTTON_FONT_KEY);
    tabButtonStyle.fontColor = textButtonFontColor;
    tabButtonStyle.overFontColor = textButtonFontColor;
    tabButtonStyle.disabledFontColor = new Color(Color.GRAY);
    skin.add(TAB_STYLE_KEY, tabButtonStyle);

    // Create a TextField style
    TextFieldStyle textFieldStyle = new TextFieldStyle();
    textFieldStyle.background = skin.newDrawable(SOLID_TEXTURE_KEY, new Color(0f, 0f, 0f, 0.1f));
    textFieldStyle.selection = skin.newDrawable(SOLID_TEXTURE_KEY, new Color(0f, 0f, 1f, 0.3f));
    textFieldStyle.cursor = skin.newDrawable(SOLID_TEXTURE_KEY, Color.BLACK);
    textFieldStyle.font = skin.getFont(TEXT_FIELD_FONT_KEY);
    textFieldStyle.fontColor = Color.BLACK;
    skin.add(DEFAULT_KEY, textFieldStyle);

    // Create a List style
    ListStyle listStyle = new ListStyle();
    listStyle.font = skin.getFont(LIST_FONT_KEY);
    listStyle.fontColorSelected = Color.BLACK;
    listStyle.fontColorUnselected = Color.BLACK;
    listStyle.selection = listSelection;
    listStyle.background = transparentDrawable;
    skin.add(DEFAULT_KEY, listStyle);

    // Create a Scroll Pane Style
    ScrollPaneStyle scrollPaneStyle = new ScrollPaneStyle();
    scrollPaneStyle.background = transparentDrawable;
    //        scrollPaneStyle.vScroll = skin.newDrawable(MainMenuScreen.SCROLL_BAR_VERTICAL_KEY);
    //        scrollPaneStyle.vScrollKnob = skin.newDrawable(MainMenuScreen.SCROLL_BAR_VERTICAL_KNOB_KEY);
    skin.add(DEFAULT_KEY, scrollPaneStyle);

    // Create a Dialog Style
    WindowStyle dialogStyle = new WindowStyle();
    dialogStyle.background = new SpriteDrawable(
            new Sprite(EuropaGame.game.getAssetManager().get(BACKGROUND_FILE_NAME, Texture.class)));
    dialogStyle.titleFont = skin.getFont(TITLE_FONT_KEY);
    dialogStyle.titleFontColor = new Color(Color.BLACK);
    skin.add(DEFAULT_KEY, dialogStyle);

    // Popup Dialog Style
    WindowStyle popupStyle = new WindowStyle();
    popupStyle.titleFont = skin.getFont(TITLE_FONT_KEY);
    popupStyle.titleFontColor = new Color(Color.BLACK);
    skin.add(POPUP_DIALOG_STYLE_KEY, popupStyle);

    // Create a Slider Skin
    SliderStyle sliderStyle = new SliderStyle();
    sliderStyle.background = new TextureRegionDrawable(skin.get(SLIDER_BACKGROUND_KEY, TextureRegion.class));
    sliderStyle.knob = new TextureRegionDrawable(skin.get(SLIDER_KNOB_KEY, TextureRegion.class));
    skin.add(DEFAULT_KEY, sliderStyle);

    // Create a Drop Down Menu Skin
    SelectBoxStyle selectBoxStyle = new SelectBoxStyle();
    selectBoxStyle.background = textButtonBackground;
    selectBoxStyle.backgroundOpen = textButtonBackgroundDown;
    selectBoxStyle.backgroundOver = textButtonBackgroundDown;
    selectBoxStyle.scrollStyle = scrollPaneStyle;
    selectBoxStyle.font = skin.getFont(TEXT_FIELD_FONT_KEY);
    selectBoxStyle.fontColor = textButtonFontColor;
    ListStyle selectBoxListStyle = new ListStyle();
    selectBoxListStyle.font = skin.getFont(LIST_FONT_KEY);
    selectBoxListStyle.fontColorSelected = textButtonFontColor;
    selectBoxListStyle.fontColorUnselected = textButtonFontColor;
    selectBoxListStyle.selection = skin.newDrawable(SOLID_TEXTURE_KEY, SELECTION_COLOR);
    selectBoxListStyle.background = dropdownListBackground;
    selectBoxStyle.listStyle = selectBoxListStyle;
    skin.add(DEFAULT_KEY, selectBoxStyle);

    // NumberSelectorStyle
    NumberSelectorStyle numberStyle = new NumberSelectorStyle();
    numberStyle.decrease = numberDecreaseDrawable;
    numberStyle.increase = numberIncreaseDrawable;
    numberStyle.minimumNumberSize = 50;
    numberStyle.numberLabelStyle = infoStyle;
    numberStyle.spacing = COMPONENT_SPACING;
    skin.add(DEFAULT_KEY, numberStyle);

    // AttributeSelectorStyle
    MultipleNumberSelectorStyle attrStyle = new MultipleNumberSelector.MultipleNumberSelectorStyle();
    attrStyle.labelStyle = infoStyle;
    attrStyle.numberSelectorStyle = numberStyle;
    attrStyle.spacing = COMPONENT_SPACING;
    skin.add(DEFAULT_KEY, attrStyle);

    mainMenuSkin = skin;
}

From source file:com.jupiter.europa.screen.overlay.PauseMenu.java

License:Open Source License

private static void buildPauseMenuSkin() {
    Skin skin = new Skin();

    skin.add("button-font", EuropaGame.game.getAssetManager()
            .get(FileLocations.FONTS_DIRECTORY.resolve(BUTTON_FONT).toString()));
    skin.add("title-font", EuropaGame.game.getAssetManager()
            .get(FileLocations.FONTS_DIRECTORY.resolve(TITLE_FONT).toString()));

    // Set the background texture
    Pixmap pixmap = new Pixmap(1, (int) 1, Pixmap.Format.RGB888);
    pixmap.setColor(Color.WHITE);
    pixmap.fill();/*from ww w. j a  v  a 2 s  . c o  m*/
    skin.add("background", new Texture(pixmap));

    // Create a Label style for the title
    Label.LabelStyle titleStyle = new Label.LabelStyle();
    titleStyle.background = skin.newDrawable("background", TRANSPARENT);
    titleStyle.font = skin.getFont("title-font");
    titleStyle.fontColor = Color.BLACK;
    skin.add("default", titleStyle);

    //Create a button style
    TextButton.TextButtonStyle textButtonStyle = new TextButton.TextButtonStyle();
    textButtonStyle.up = skin.newDrawable("background", TRANSPARENT);
    textButtonStyle.down = skin.newDrawable("background", TRANSPARENT);
    textButtonStyle.checked = skin.newDrawable("background", TRANSPARENT);
    textButtonStyle.over = skin.newDrawable("background", TRANSPARENT);
    textButtonStyle.disabled = skin.newDrawable("background", TRANSPARENT);
    textButtonStyle.font = skin.getFont("button-font");
    textButtonStyle.fontColor = Color.TEAL;
    textButtonStyle.overFontColor = Color.YELLOW;
    textButtonStyle.disabledFontColor = Color.GRAY;
    textButtonStyle.pressedOffsetX = 2f;
    textButtonStyle.pressedOffsetY = -3f;
    skin.add("default", textButtonStyle);
    //        
    //        skin = EmergenceGame.game.getAssetManager().get(
    //                new File(FileLocations.SKINS_DIRECTORY, "main_menu.skin").getPath());
    pauseMenuSkin = skin;
}