List of usage examples for com.badlogic.gdx.graphics Color GRAY
Color GRAY
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From source file:kyle.game.besiege.panels.PanelBattle.java
License:Open Source License
public PanelBattle(SidePanel panel, Battle battle) { this.panel = panel; this.battle = battle; this.addParentPanel(panel); LabelStyle lsBig = new LabelStyle(); lsBig.font = Assets.pixel24;/*from ww w . ja v a 2s .c o m*/ LabelStyle lsFaction = new LabelStyle(); lsFaction.font = Assets.pixel16neg; ls = new LabelStyle(); ls.font = Assets.pixel16neg; lsRetreat = new LabelStyle(); lsRetreat.font = Assets.pixel13neg; lsRetreat.fontColor = Color.YELLOW; lsSmall = new LabelStyle(); lsSmall.font = Assets.pixel13neg; lsSmallG = new LabelStyle(); lsSmallG.font = Assets.pixel13neg; lsSmallG.fontColor = Color.GRAY; title = new Label("Battle!", lsBig); // Label vsC = new Label("vs", ls); Label trpsAC = new Label("Trps:", ls); Label trpsDC = new Label("Trps:", ls); Label atkAC = new Label("Atk:", ls); Label atkDC = new Label("Atk:", ls); Label defAC = new Label("Def:", ls); Label defDC = new Label("Def:", ls); Label advAC = new Label("Adv:", ls); Label advDC = new Label("Adv:", ls); title.setAlignment(0, 0); title.setWrap(true); title.setWidth(SidePanel.WIDTH - PAD * 2 - MINI_PAD * 2); initA = new Label("", lsFaction); initD = new Label("", lsFaction); initA.setAlignment(Align.center); initD.setAlignment(Align.center); initA.setWrap(true); initD.setWrap(true); if (battle.aArmies.size > 0 && battle.aArmies.first() != null) initA.setText(battle.aArmies.first().getName()); if (battle.dArmies.size > 0 && battle.dArmies.first() != null) initD.setText(battle.dArmies.first().getName()); attackers = new Label("", ls); defenders = new Label("", ls); trpsA = new Label("", ls); trpsD = new Label("", ls); trpsA.setWrap(true); trpsD.setWrap(true); atkA = new Label("", ls); atkD = new Label("", ls); defA = new Label("", ls); defD = new Label("", ls); // advA = new Label("", ls); // advD = new Label("" ,ls); balance = new Table(); red = new Table(); red.setBackground(new NinePatchDrawable(new NinePatch(Assets.atlas.findRegion(redPatch), r, r, r, r))); green = new Table(); green.setBackground(new NinePatchDrawable(new NinePatch(Assets.atlas.findRegion(greenPatch), r, r, r, r))); // def = new Label("", ls); // spd = new Label("", ls); // Create text text = new Table(); //text.debug(); text.defaults().padTop(NEG).left(); text.add(title).colspan(4).fillX().expandX().padBottom(MINI_PAD); text.row(); text.add().colspan(2).width((SidePanel.WIDTH - PAD * 2) / 2); text.add().colspan(2).width((SidePanel.WIDTH - PAD * 2) / 2); // text.row(); // text.add(vsC).colspan(4).center(); text.row(); text.add(initA).center().colspan(2).expandX().width((SidePanel.WIDTH - PAD * 2 - MINI_PAD) / 2); text.add(initD).center().colspan(2).expandX().width((SidePanel.WIDTH - PAD * 2 - MINI_PAD) / 2); text.row(); text.add(attackers).center().colspan(2); text.add(defenders).center().colspan(2); text.row(); text.add(trpsAC).padLeft(MINI_PAD); text.add(trpsA).left(); text.add(trpsDC); text.add(trpsD).left(); text.row(); text.add(atkAC).padLeft(MINI_PAD); text.add(atkA).left(); text.add(atkDC); text.add(atkD).left(); text.row(); text.add(defAC).padLeft(MINI_PAD); text.add(defA).left(); text.add(defDC); text.add(defD).left(); text.row(); // text.add(advAC).padLeft(MINI_PAD); // text.add(advA).left(); // text.add(advDC); // text.add(advD).left(); text.add(balance).colspan(4).padTop(MINI_PAD); text.row(); Table leftTable = new Table(); Table rightTable = new Table(); aTable = new Table(); dTable = new Table(); aTable.defaults().left().padTop(NEG).top().left(); dTable.defaults().right().padTop(NEG).top().right(); aTable.top(); dTable.top(); aRetTable = new Table(); dRetTable = new Table(); aRetTable.defaults().left().padTop(NEG).top().left(); dRetTable.defaults().right().padTop(NEG).top().right(); leftTable.add(aTable); leftTable.row(); leftTable.add(aRetTable); leftTable.top(); rightTable.add(dTable); rightTable.row(); rightTable.add(dRetTable); rightTable.top(); //aTable.debug(); //dTable.debug(); soldierTable = new Table(); //soldierTable.debug(); soldierTable.top(); soldierTable.setBackground( new NinePatchDrawable(new NinePatch(Assets.atlas.findRegion(tablePatch), r, r, r, r))); soldierTable.add().width(SidePanel.WIDTH - 2 * PAD).colspan(2); soldierTable.row(); soldierTable.add(leftTable).top(); soldierTable.add(rightTable).top(); text.add().colspan(4).padBottom(PAD); text.row(); soldierPane = new ScrollPane(soldierTable); soldierPane.setScrollbarsOnTop(true); soldierPane.setFadeScrollBars(false); text.add(soldierPane).colspan(4).top().padTop(0).expand().fill(); text.row(); // Soldier's stats stats = new Table(); stats.setVisible(false); Label levelSC = new Label("Level:", ls); Label expSC = new Label("Exp:", ls); Label nextSC = new Label("Next:", ls); Label atkSC = new Label("Atk:", ls); Label defSC = new Label("Def:", ls); Label spdSC = new Label("Spd:", ls); Label weaponSC = new Label("Weapon: ", ls); Label equipmentSC = new Label("Armor: ", ls); nameS = new Label("", ls); nameS.setAlignment(0, 0); levelS = new Label("", ls); expS = new Label("", ls); nextS = new Label("", ls); atkS = new Label("", ls); defS = new Label("", ls); spdS = new Label("", ls); weaponS = new Label("", ls); equipmentS = new Label("", ls); stats.defaults().left().padTop(NEG); stats.add(nameS).colspan(4).width(SidePanel.WIDTH - PAD * 2).fillX().expandX().padBottom(MINI_PAD); stats.row(); stats.add().colspan(2).width((SidePanel.WIDTH - PAD * 2) / 2); stats.add().colspan(2).width((SidePanel.WIDTH - PAD * 2) / 2); stats.row(); stats.add(levelSC); stats.add(levelS); stats.add(atkSC).padLeft(PAD); stats.add(atkS); stats.row(); stats.add(expSC); stats.add(expS); stats.add(defSC).padLeft(PAD); stats.add(defS); stats.row(); stats.add(nextSC); stats.add(nextS); stats.add(spdSC).padLeft(PAD); stats.add(spdS); stats.row(); stats.add(weaponSC).colspan(2).padLeft(MINI_PAD).padTop(0); stats.add(weaponS).colspan(2).padTop(0); stats.row(); stats.add(equipmentSC).colspan(2).padLeft(MINI_PAD).padTop(0).top(); stats.add(equipmentS).colspan(2).padTop(0); //stats.debug(); text.add(stats).colspan(4).padTop(PAD); this.addTopTable(text); this.setButton(1, "Retreat!"); }
From source file:kyle.game.besiege.panels.PanelFaction.java
License:Open Source License
public PanelFaction(SidePanel panel, Faction faction) { this.panel = panel; this.faction = faction; this.addParentPanel(panel); LabelStyle lsBig = new LabelStyle(); lsBig.font = Assets.pixel24;/*w w w.j a v a 2 s. co m*/ ls = new LabelStyle(); ls.font = Assets.pixel16; lsG = new LabelStyle(); lsG.font = Assets.pixel16; lsG.fontColor = Color.GRAY; lsY = new LabelStyle(); lsY.font = Assets.pixel16; lsY.fontColor = Color.YELLOW; Label castlesC = new Label("Castles:", ls); Label wealthC = new Label("Wealth:", ls); // maybe give this a mouseover for description. title = new Label("", lsBig); title.setAlignment(0, 0); title.setWrap(true); title.setWidth(SidePanel.WIDTH - PAD * 2 - MINI_PAD * 2); title.setText(faction.name); wealth = new Label("", ls); cities = new Table(); // Create text text = new Table(); // text.debug(); text.defaults().padTop(NEG).left(); // title.addListener(new InputListener() { // public boolean touchDown(InputEvent event, float x, // float y, int pointer, int button) { // return true; // } // public void touchUp(InputEvent event, float x, float y, // int pointer, int button) { // centerCamera(); // } // }); text.add(title).colspan(2).fillX().expandX().padBottom(MINI_PAD); text.row(); text.add().width((SidePanel.WIDTH - PAD * 2) / 2); text.add().width((SidePanel.WIDTH - PAD * 2) / 2); text.row(); text.add(wealthC).padLeft(MINI_PAD).center(); text.add(wealth).center(); text.row(); text.add().colspan(2).padTop(MINI_PAD); text.row(); cities = new Table(); // cities.debug(); //cities.defaults().padTop(NEG); cities.top(); cities.defaults().left().padTop(NEG).expandX(); castles = new Table(); // castles.debug(); castles.top(); castles.defaults().left().padTop(NEG).expandX(); locations = new Table(); // locations.debug(); locations.top(); locations.defaults().left().top(); locations.setBackground( new NinePatchDrawable(new NinePatch(Assets.atlas.findRegion(tablePatch), r, r, r, r))); locations.add().width((SidePanel.WIDTH - PAD * 2) / 2); locations.add().width((SidePanel.WIDTH - PAD * 2) / 2); locations.row(); locations.add(cities).width((SidePanel.WIDTH - PAD * 2) / 2); locations.add(castles).width((SidePanel.WIDTH - PAD * 2) / 2); locationPane = new ScrollPane(locations); locationPane.setScrollbarsOnTop(true); locationPane.setFadeScrollBars(false); text.add(locationPane).colspan(2).top().padTop(0); text.row(); text.add().colspan(2).padTop(PAD); text.row(); nobles = new Table(); // nobles.debug(); nobles.top(); nobles.defaults().padTop(NEG).left(); noblesPane = new ScrollPane(nobles); noblesPane.setScrollbarsOnTop(true); noblesPane.setFadeScrollBars(false); nobles.setBackground(new NinePatchDrawable(new NinePatch(Assets.atlas.findRegion(tablePatch), r, r, r, r))); nobles.add().width((SidePanel.WIDTH - PAD * 2) / 2); nobles.add().width((SidePanel.WIDTH - PAD * 2) / 2); nobles.row(); text.add(noblesPane).colspan(2); text.row(); text.add().colspan(2).padTop(PAD); text.row(); relations = new Table(); relations.top(); relations.defaults().padTop(NEG).left(); relationsPane = new ScrollPane(relations); relationsPane.setScrollbarsOnTop(true); relationsPane.setFadeScrollBars(false); relations.setBackground( new NinePatchDrawable(new NinePatch(Assets.atlas.findRegion(tablePatch), r, r, r, r))); text.add(relationsPane).colspan(2); text.row(); // //Soldier's stats // stats = new Table(); // stats.setVisible(false); // // Label levelSC = new Label("Level:", ls); // Label expSC = new Label("Exp:",ls); // Label nextSC = new Label("Next:",ls); // Label atkSC = new Label("Atk:", ls); // Label defSC = new Label("Def:", ls); // Label spdSC = new Label("Spd:", ls); // Label weaponSC = new Label("Weapon: ", ls); // Label equipmentSC = new Label("Armor: ", ls); // // nameS = new Label("", ls); // nameS.setAlignment(0,0); // levelS = new Label("", ls); // expS = new Label("", ls); // nextS = new Label("", ls); // atkS = new Label("" ,ls); // defS = new Label("", ls); // spdS = new Label("", ls); // weaponS = new Label("", ls); // equipmentS = new Label("", ls); // // stats.defaults().left().padTop(NEG); // stats.add(nameS).colspan(4).width(SidePanel.WIDTH-PAD*2).fillX().expandX().padBottom(MINI_PAD); // stats.row(); // stats.add().colspan(2).width((SidePanel.WIDTH-PAD*2)/2); // stats.add().colspan(2).width((SidePanel.WIDTH-PAD*2)/2); // stats.row(); // stats.add(levelSC).padLeft(MINI_PAD); // stats.add(levelS); // stats.add(atkSC).padLeft(PAD); // stats.add(atkS); // stats.row(); // stats.add(expSC).padLeft(MINI_PAD); // stats.add(expS); // stats.add(defSC).padLeft(PAD); // stats.add(defS); // stats.row(); // stats.add(nextSC).padLeft(MINI_PAD); // stats.add(nextS); // stats.add(spdSC).padLeft(PAD); // stats.add(spdS); // stats.row(); // stats.add(weaponSC).colspan(2).padLeft(MINI_PAD).padTop(0); // stats.add(weaponS).colspan(2).padTop(0); // stats.row(); // stats.add(equipmentSC).colspan(2).padLeft(MINI_PAD).padTop(0).top(); // stats.add(equipmentS).colspan(2).padTop(0); // // //stats.debug(); // //// text.add(stats).colspan(4).padTop(PAD); this.addTopTable(text); this.setButton(4, "Back"); updateRelations(); }
From source file:kyle.game.besiege.panels.PanelLocation.java
License:Open Source License
public PanelLocation(SidePanel panel, Location location) { this.panel = panel; this.location = location; this.party = location.getParty(); this.addParentPanel(panel); this.playerTouched = false; LabelStyle lsBig = new LabelStyle(); lsBig.font = Assets.pixel22;//from w w w . ja v a 2 s . co m lsMed = new LabelStyle(); lsMed.font = Assets.pixel18; ls = new LabelStyle(); ls.font = Assets.pixel16; lsG = new LabelStyle(); lsG.font = Assets.pixel16; lsG.fontColor = Color.GRAY; Label garrisonC = new Label("Garrison:", ls); Label populationC = new Label("Pop:", ls); Label wealthC = new Label("Wealth:", ls); title = new Label(location.getName(), lsBig); title.setAlignment(0, 0); // title.setWrap(true); // wrapping messes up click listeners... WTF? title.setWidth(SidePanel.WIDTH - PAD * 2 - MINI_PAD * 2); title.addListener(new InputListener() { public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { return true; } public void touchUp(InputEvent event, float x, float y, int pointer, int button) { centerCamera(); } }); faction = new Label("", ls); faction.setAlignment(0, 0); faction.setText(location.getFactionName()); type = new Label("", ls); type.setAlignment(Align.center); // large city, village, etc type.setText(location.getTypeStr()); garrisonSize = new Label("", ls); garrisonSize.setWrap(false); population = new Label("", ls); wealth = new Label("", ls); // Create text text = new Table(); // text.debug(); text.defaults().padTop(NEG).left(); faction.addListener(new InputListener() { public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { return true; } public void touchUp(InputEvent event, float x, float y, int pointer, int button) { setActiveFaction(); } }); text.add(title).colspan(4).center().padBottom(0); text.row(); text.add().width((SidePanel.WIDTH - PAD * 2) / 4); text.add().width((SidePanel.WIDTH - PAD * 2) / 4); text.add().width((SidePanel.WIDTH - PAD * 2) / 4); text.add().width((SidePanel.WIDTH - PAD * 2) / 4); text.row(); text.add(faction).colspan(4).fillX().expandX(); text.row(); text.add(type).colspan(4).fillX().expandX(); text.row(); text.add(garrisonC).colspan(2).padLeft(MINI_PAD); text.add(garrisonSize).colspan(2).center(); text.row(); text.add(populationC).padLeft(MINI_PAD); text.add(population).center(); text.add(wealthC).padLeft(PAD); text.add(wealth).center(); soldierTable = new Table(); //soldierTable.debug(); soldierTable.defaults().padTop(NEG); soldierTable.top(); soldierTable.setBackground( new NinePatchDrawable(new NinePatch(Assets.atlas.findRegion(tablePatch), r, r, r, r))); text.row(); text.add().colspan(4).padBottom(PAD); text.row(); soldierPane = new ScrollPane(soldierTable); soldierPane.setScrollbarsOnTop(true); soldierPane.setFadeScrollBars(false); text.add(soldierPane).colspan(4).top().padTop(0); text.row(); // Soldier's stats stats = new Table(); stats.setVisible(false); Label levelSC = new Label("Level:", ls); Label expSC = new Label("Exp:", ls); Label nextSC = new Label("Next:", ls); Label atkSC = new Label("Atk:", ls); Label defSC = new Label("Def:", ls); Label spdSC = new Label("Spd:", ls); Label weaponSC = new Label("Weapon: ", ls); Label equipmentSC = new Label("Armor: ", ls); nameS = new Label("", ls); nameS.setAlignment(0, 0); levelS = new Label("", ls); expS = new Label("", ls); nextS = new Label("", ls); atkS = new Label("", ls); defS = new Label("", ls); spdS = new Label("", ls); weaponS = new Label("", ls); equipmentS = new Label("", ls); stats.defaults().left().padTop(NEG); stats.add(nameS).colspan(4).width(SidePanel.WIDTH - PAD * 2).fillX().expandX().padBottom(MINI_PAD); stats.row(); stats.add().colspan(2).width((SidePanel.WIDTH - PAD * 2) / 2); stats.add().colspan(2).width((SidePanel.WIDTH - PAD * 2) / 2); stats.row(); stats.add(levelSC).padLeft(MINI_PAD); stats.add(levelS); stats.add(atkSC).padLeft(PAD); stats.add(atkS); stats.row(); stats.add(expSC).padLeft(MINI_PAD); stats.add(expS); stats.add(defSC).padLeft(PAD); stats.add(defS); stats.row(); stats.add(nextSC).padLeft(MINI_PAD); stats.add(nextS); stats.add(spdSC).padLeft(PAD); stats.add(spdS); stats.row(); stats.add(weaponSC).colspan(2).padLeft(MINI_PAD).padTop(0); stats.add(weaponS).colspan(2).padTop(0); stats.row(); stats.add(equipmentSC).colspan(2).padLeft(MINI_PAD).padTop(0).top(); stats.add(equipmentS).colspan(2).padTop(0); //stats.debug(); text.add(stats).colspan(4).padTop(PAD); text.padLeft(MINI_PAD); this.addTopTable(text); playerIn = false; // this.hireMode = false; this.panelHire = new PanelHire(panel, location); this.setButton(4, "Back"); }
From source file:kyle.game.besiege.panels.PanelParty.java
License:Open Source License
public PanelParty(SidePanel panel, Army army) { this.panel = panel; this.army = army; this.party = army.getParty(); this.addParentPanel(panel); LabelStyle lsBig = new LabelStyle(); lsBig.font = Assets.pixel24;/*ww w . j ava2 s.c o m*/ LabelStyle lsFaction = new LabelStyle(); lsFaction.font = Assets.pixel18; ls = new LabelStyle(); ls.font = Assets.pixel16; lsG = new LabelStyle(); lsG.font = Assets.pixel16; lsG.fontColor = Color.GRAY; lsY = new LabelStyle(); lsY.font = Assets.pixel16; lsY.fontColor = Color.YELLOW; Label sizeC = new Label("Size:", ls); Label moraleC = new Label("Morale:", ls); Label moneyC = new Label("Money:", ls); Label atkC = new Label("Atk:", ls); Label defC = new Label("Def:", ls); Label spdC = new Label("Spd:", ls); title = new Label("", lsBig); title.setAlignment(0, 0); title.setWrap(true); title.setWidth(SidePanel.WIDTH - PAD * 2 - MINI_PAD * 2); faction = new Label("", lsFaction); faction.setAlignment(0, 0); // testing title.setText(army.getName()); faction.setText(army.getFactionName()); faction.addListener(new InputListener() { public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { return true; } public void touchUp(InputEvent event, float x, float y, int pointer, int button) { setActiveFaction(); } }); action = new Label("", ls); action.setWrap(true); action.setAlignment(Align.center); size = new Label("", ls); morale = new Label("", ls); money = new Label("", ls); atk = new Label("", ls); def = new Label("", ls); spd = new Label("", ls); // Create text text = new Table(); //text.debug(); text.defaults().padTop(NEG).left(); title.addListener(new InputListener() { public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { return true; } public void touchUp(InputEvent event, float x, float y, int pointer, int button) { centerCamera(); } }); text.add(title).colspan(4).fillX().expandX().padBottom(0); text.row(); text.add().colspan(2).width((SidePanel.WIDTH - PAD * 2) / 2); text.add().colspan(2).width((SidePanel.WIDTH - PAD * 2) / 2); text.row(); text.add(faction).colspan(4).padBottom(MINI_PAD).fillX().expandX(); text.row(); text.add(action).colspan(4).padBottom(MINI_PAD).fillX().expandX(); text.row(); text.add(sizeC).padLeft(MINI_PAD); text.add(size); text.add(atkC).padLeft(PAD); text.add(atk); text.row(); text.add(moraleC).padLeft(MINI_PAD); text.add(morale); text.add(defC).padLeft(PAD); text.add(def); text.row(); text.add(moneyC).padLeft(MINI_PAD); text.add(money); text.add(spdC).padLeft(PAD); text.add(spd); soldierTable = new Table(); //soldierTable.debug(); soldierTable.defaults().padTop(NEG); soldierTable.top(); soldierTable.setBackground( new NinePatchDrawable(new NinePatch(Assets.atlas.findRegion(tablePatch), r, r, r, r))); text.row(); text.add().colspan(4).padBottom(PAD); text.row(); soldierPane = new ScrollPane(soldierTable); soldierPane.setScrollbarsOnTop(true); soldierPane.setFadeScrollBars(false); text.add(soldierPane).colspan(4).top().padTop(0); text.row(); // Soldier's stats stats = new Table(); stats.setVisible(false); Label levelSC = new Label("Level:", ls); Label expSC = new Label("Exp:", ls); Label nextSC = new Label("Next:", ls); Label atkSC = new Label("Atk:", ls); Label defSC = new Label("Def:", ls); Label spdSC = new Label("Spd:", ls); Label weaponSC = new Label("Weapon: ", ls); Label equipmentSC = new Label("Armor: ", ls); nameS = new Label("", ls); nameS.setAlignment(0, 0); levelS = new Label("", ls); expS = new Label("", ls); nextS = new Label("", ls); atkS = new Label("", ls); defS = new Label("", ls); spdS = new Label("", ls); weaponS = new Label("", ls); equipmentS = new Label("", ls); stats.defaults().left().padTop(NEG); stats.add(nameS).colspan(4).width(SidePanel.WIDTH - PAD * 2).fillX().expandX().padBottom(MINI_PAD); stats.row(); stats.add().colspan(2).width((SidePanel.WIDTH - PAD * 2) / 2); stats.add().colspan(2).width((SidePanel.WIDTH - PAD * 2) / 2); stats.row(); stats.add(levelSC).padLeft(MINI_PAD); stats.add(levelS); stats.add(atkSC).padLeft(PAD); stats.add(atkS); stats.row(); stats.add(expSC).padLeft(MINI_PAD); stats.add(expS); stats.add(defSC).padLeft(PAD); stats.add(defS); stats.row(); stats.add(nextSC).padLeft(MINI_PAD); stats.add(nextS); stats.add(spdSC).padLeft(PAD); stats.add(spdS); stats.row(); stats.add(weaponSC).colspan(2).padLeft(MINI_PAD).padTop(0); stats.add(weaponS).colspan(2).padTop(0); stats.row(); stats.add(equipmentSC).colspan(2).padLeft(MINI_PAD).padTop(0).top(); stats.add(equipmentS).colspan(2).padTop(0); //stats.debug(); text.add(stats).colspan(4).padTop(PAD); this.addTopTable(text); if (this.army == panel.getPlayer()) { this.setButton(1, "Upgrades"); this.setButton(2, "Inventory"); this.setButton(3, "Character"); } playerTouched = false; updateSoldierTable(); if (!this.party.player) this.setButton(4, "Back"); }
From source file:kyle.game.besiege.panels.PanelUnit.java
License:Open Source License
public PanelUnit(SidePanel panel, Unit unit) { this.panel = panel; this.unit = unit; this.battleStage = unit.stage; this.battle = this.battleStage.battle; this.soldier = unit.soldier; this.party = unit.party; this.addParentPanel(panel); this.max_hp = unit.calcHP(); LabelStyle lsBig = new LabelStyle(); lsBig.font = Assets.pixel22;/*ww w. j ava 2 s.co m*/ lsMed = new LabelStyle(); lsMed.font = Assets.pixel18; ls = new LabelStyle(); ls.font = Assets.pixel16; lsG = new LabelStyle(); lsG.font = Assets.pixel16; lsG.fontColor = Color.GRAY; Label levelSC = new Label("Level:", ls); Label hpSC = new Label("HP:", ls); Label expSC = new Label("Height:", ls); Label atkSC = new Label("Atk:", ls); Label defSC = new Label("Def:", ls); Label spdSC = new Label("Spd:", ls); Label weaponSC = new Label("Weapon: ", ls); Label equipmentSC = new Label("Armor: ", ls); title = new Label(soldier.getName(), lsBig); title.setAlignment(0, 0); // title.setWrap(true); // wrapping messes up click listeners... WTF? title.setWidth(SidePanel.WIDTH - PAD * 2 - MINI_PAD * 2); // title.addListener(new InputListener() { // public boolean touchDown(InputEvent event, float x, // float y, int pointer, int button) { // return true; // } // public void touchUp(InputEvent event, float x, float y, // int pointer, int button) { // centerCamera(); // } // }); armyName = new Label("", ls); if (party.army != null) armyName.setText(party.army.getName()); armyName.setAlignment(0, 0); levelS = new Label("" + soldier.level, ls); hpS = new Label("" + unit.hp, ls); expS = new Label("" + soldier.next, ls); atkS = new Label("" + soldier.getAtk(), ls); defS = new Label("" + soldier.getDef(), ls); spdS = new Label("" + soldier.getSpd(), ls); weaponS = new Label("" + soldier.weapon.name, ls); if (unit.isRanged()) weaponS.setText(soldier.rangedWeapon.name + "(" + unit.quiver + ")"); weaponS.setAlignment(0, 0); equipmentS = new Label("", ls); actionS = new Label("" + unit.getStatus(), ls); actionS.setAlignment(0, 0); health = new Table(); red = new Table(); red.setBackground(new NinePatchDrawable(new NinePatch(Assets.atlas.findRegion(redPatch), r, r, r, r))); green = new Table(); green.setBackground(new NinePatchDrawable(new NinePatch(Assets.atlas.findRegion(greenPatch), r, r, r, r))); // Create text text = new Table(); //text.debug(); text.defaults().padTop(NEG).left(); // title.addListener(new InputListener() { // public boolean touchDown(InputEvent event, float x, // float y, int pointer, int button) { // return true; // } // public void touchUp(InputEvent event, float x, float y, // int pointer, int button) { // centerCamera(); // } // }); text.add(title).colspan(4).fillX().expandX().padBottom(0); text.row(); text.add().colspan(2).width((SidePanel.WIDTH - PAD * 2) / 2); text.add().colspan(2).width((SidePanel.WIDTH - PAD * 2) / 2); text.row(); text.add(armyName).colspan(4).fillX().expandX(); text.row(); text.add(health).colspan(4).padTop(MINI_PAD).padBottom(MINI_PAD); text.row(); text.add(actionS).colspan(4).fillX().expandX(); text.row(); text.add(weaponS).colspan(4).fillX().expandX(); text.row(); text.add(atkSC).padLeft(MINI_PAD); text.add(atkS); text.add(levelSC).padLeft(PAD); text.add(levelS); text.row(); text.add(defSC).padLeft(MINI_PAD); text.add(defS); text.add(hpSC).padLeft(PAD); text.add(hpS); text.row(); text.add(spdSC).padLeft(MINI_PAD); text.add(spdS); text.add(expSC).padLeft(PAD); text.add(expS); text.row(); text.padLeft(MINI_PAD); this.addTopTable(text); }
From source file:ldtk.demo1.WorldRenderer.java
public void setup() { // Load the textures (CC0 licensed textures from http://opengameart.org) and make sure that they wrap. backgroundTexture = Kernel.images.get("textures/stones").region().getTexture(); backgroundTexture.setWrap(TextureWrap.Repeat, TextureWrap.Repeat); midgroundTexture = Kernel.images.get("textures/building").region().getTexture(); midgroundTexture.setWrap(TextureWrap.Repeat, TextureWrap.Repeat); foregroundTexture = Kernel.images.get("textures/grass").region().getTexture(); foregroundTexture.setWrap(TextureWrap.Repeat, TextureWrap.Repeat); // Create the landscape renderers. Landscape[] landscapes = world.landscapes(); landscapeRenderers = new LandscapeRenderer[landscapes.length]; landscapeRenderers[World.BACKGROUND_LAYER] = new LandscapeRenderer(landscapes[World.BACKGROUND_LAYER], backgroundTexture, Color.DARK_GRAY); landscapeRenderers[World.MIDGROUND_LAYER] = new LandscapeRenderer(landscapes[World.MIDGROUND_LAYER], midgroundTexture, Color.GRAY); landscapeRenderers[World.FOREGROUND_LAYER] = new LandscapeRenderer(landscapes[World.FOREGROUND_LAYER], foregroundTexture, Color.WHITE); }
From source file:maze.maker.Cell.java
public void draw() { if (bVisited) { shape.begin(ShapeRenderer.ShapeType.Filled); shape.setColor(Color.GRAY); shape.rect(fDx, fDy, scl, scl);/* w w w. jav a 2 s . c o m*/ shape.end(); } if (bMazeFinished) { if (bStart) { shape.begin(ShapeRenderer.ShapeType.Filled); shape.setColor(Color.BLUE); shape.rect(fDx, fDy, scl, scl); shape.end(); } else if (bTarget) { shape.begin(ShapeRenderer.ShapeType.Filled); shape.setColor(Color.RED); shape.rect(fDx, fDy, scl, scl); shape.end(); } else if (bHighlight) { shape.begin(ShapeRenderer.ShapeType.Filled); shape.setColor(Color.WHITE); shape.rect(fDx, fDy, scl, scl); // shape.triangle(fDx, fDy, fDx, fDy + scl, fDx + scl, fDy + scl / 2); // shape.circle(fDx + scl/2, fDy + scl/2, scl/2); shape.end(); } else if (bChecked) { shape.begin(ShapeRenderer.ShapeType.Filled); shape.setColor(Color.BROWN); shape.rect(fDx, fDy, scl, scl); shape.end(); } } shape.begin(ShapeRenderer.ShapeType.Line); shape.setColor(Color.BLACK); if (Sides[0]) {// top shape.rectLine(fDx, fDy + scl - fWidth, fDx + scl, fDy + scl + fWidth, fWidth * 2); } if (Sides[1]) {// bottom shape.rectLine(fDx, fDy - fWidth, fDx + scl, fDy + fWidth, fWidth * 2); // shape.line(0, 0, w, h); } if (Sides[2]) {// left shape.rectLine(fDx - fWidth, fDy, fDx + fWidth, fDy + scl, fWidth * 2); } if (Sides[3]) {// right shape.rectLine(fDx + scl - fWidth, fDy, fDx + scl + fWidth, fDy + scl, fWidth * 2); } shape.end(); }
From source file:mobi.shad.s3lib.gui.widget.HtmlView.java
License:Apache License
/** * @param node//from w w w . j a v a 2 s . co m * @return */ private CssStyle parseCssStyle(final Element node) { final CssStyle style = new CssStyle(); // // Color // String color = node.getAttribute("color", ""); if (color.equalsIgnoreCase("yellow")) { style.color = Color.YELLOW; } else if (color.equalsIgnoreCase("red")) { style.color = Color.RED; } else if (color.equalsIgnoreCase("green")) { style.color = Color.GREEN; } else if (color.equalsIgnoreCase("cyan")) { style.color = Color.CYAN; } else if (color.equalsIgnoreCase("blue")) { style.color = Color.BLUE; } else if (color.equalsIgnoreCase("gray")) { style.color = Color.GRAY; } else if (color.equalsIgnoreCase("light_gray")) { style.color = Color.LIGHT_GRAY; } else if (color.equalsIgnoreCase("dark_gray")) { style.color = Color.DARK_GRAY; } else if (color.equalsIgnoreCase("orange")) { style.color = Color.ORANGE; } else if (color.equalsIgnoreCase("magenta")) { style.color = Color.MAGENTA; } else if (color.equalsIgnoreCase("pink")) { style.color = Color.PINK; } // // Align // String align = node.getAttribute("align", ""); if (align.equalsIgnoreCase("right")) { style.align = Align.right; } else if (align.equalsIgnoreCase("left")) { style.align = Align.left; } else if (align.equalsIgnoreCase("center")) { style.align = Align.center; } else { style.align = Align.left; } // // Font // String font = node.getAttribute("font", ""); // if (font.equalsIgnoreCase("sans12")){ // style.font="sans12"; // } else if (font.equalsIgnoreCase("sans13")){ // style.font="sans13"; // } else if (font.equalsIgnoreCase("sans14")){ // style.font="sans14"; // } else if (font.equalsIgnoreCase("sans15")){ // style.font="sans15"; // } else if (font.equalsIgnoreCase("droid14")){ // style.font="droid14"; // } else if (font.equalsIgnoreCase("droid15")){ // style.font="droid15"; // } else if (font.equalsIgnoreCase("droid16")){ // style.font="droid16"; // } else if (font.equalsIgnoreCase("droid17")){ // style.font="droid17"; // } else if (font.equalsIgnoreCase("droid18")){ // style.font="droid18"; // } else if (font.equalsIgnoreCase("droid22")){ // style.font="droid22"; // } else if (font.equalsIgnoreCase("droid24")){ // style.font="droid24"; // } // // CollSpan // int collSpan = node.getIntAttribute("collspan", 1); if (collSpan > 1) { style.collSpan = collSpan; } return style; }
From source file:net.bplaced.therefactory.voraciousviper.screens.TitleScreen.java
License:Open Source License
@Override public void render(float delta) { super.render(delta); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); update(delta);/*from w ww. j a va2 s .c o m*/ // draw gradient background shapeRenderer.setProjectionMatrix(camera.combined); shapeRenderer.begin(ShapeType.Filled); shapeRenderer.rect(0, 0, viewport.getWorldWidth(), viewport.getWorldHeight(), Color.BLACK, Color.BLACK, colorScaler, colorScaler); shapeRenderer.end(); stage.getBatch().setProjectionMatrix(camera.combined); stage.getBatch().begin(); if (state.equals(TitleScreenState.ShowSettings)) { // button descriptions font.setColor(Color.WHITE); font.draw(stage.getBatch(), VoraciousViper.getInstance().getBundle().get(I18NKeys.ControlsBy) + " " + VoraciousViper.getInstance().getBundle().get(prefs.getString(PrefsKeys.Controls)), buttonsSettings[0][0].getX(), 25); } else if (state.equals(TitleScreenState.ShowAbout)) { // about text font.setColor(1, 1, 1, 1 - xOffset / xOffsetMax); float xOffsetAboutText = paddingFromViewport + xOffset + (xOffset / xOffsetMax) * 50; font.draw(stage.getBatch(), VoraciousViper.getInstance().getBundle().format(I18NKeys.AboutText, VoraciousViper.getInstance().getVersionName()), xOffsetAboutText, 180); spriteThere.setAlpha(1 - xOffset / xOffsetMax); spriteThere.setScale(.4f); spriteThere.setPosition(xOffsetAboutText + 81, 105); spriteThere.draw(stage.getBatch()); spriteFactory.setAlpha(1 - xOffset / xOffsetMax); spriteFactory.setScale(.4f); spriteFactory.setPosition(xOffsetAboutText + 125, spriteThere.getY()); spriteFactory.draw(stage.getBatch()); } if (!state.equals(TitleScreenState.ShowScoreTable)) { font.setColor(Color.GRAY); if (state.equals(TitleScreenState.ShowMainMenu)) { font.draw(stage.getBatch(), VoraciousViper.getInstance().getBundle().get(I18NKeys.CopyrightText), 150, 40); } font.setColor(Color.LIGHT_GRAY); font.draw(stage.getBatch(), VoraciousViper.getInstance().getBundle().get(I18NKeys.Version) + " " + VoraciousViper.getInstance().getVersionName(), spriteTitle.getX() + spriteTitle.getWidth() - 98, spriteTitle.getY() + 5); } if (Config.SHOW_BADGE) { spriteThere.setScale(.5f, .5f); spriteThere.setPosition(335, 105); spriteThere.draw(stage.getBatch()); spriteFactory.setScale(.5f, .5f); spriteFactory.setPosition(spriteThere.getX() + 65, spriteThere.getY()); spriteFactory.draw(stage.getBatch()); spriteBadge.setScale(.5f, .5f); spriteBadge.setPosition(-100, 40); spriteBadge.draw(stage.getBatch()); } else { stage.getBatch().end(); stage.draw(); stage.getBatch().begin(); if (state.equals(TitleScreenState.ShowMainMenu)) { renderMainMenuButtons(); // draw image captions on main menu buttons } else if (state.equals(TitleScreenState.ShowScoreTable)) { renderScoreTable(); } else if (state.equals(TitleScreenState.ShowAbout)) { stage.getBatch().draw(spriteDownload, buttonSoudtrack.getX() + buttonSoudtrack.getWidth() - 20, buttonSoudtrack.getY() + buttonSoudtrack.getHeight() - 20, 0, 0, spriteDownload.getWidth() / 2f, spriteDownload.getHeight() / 2f, Utils.oscilliate(elapsedTime, scaleMin, scaleMax, period), Utils.oscilliate(elapsedTime, scaleMin, scaleMax, -period), Utils.oscilliate(elapsedTime, -rotate, rotate, period)); stage.getBatch().draw(spriteStar, buttonRate.getX() + buttonRate.getWidth() - 20, buttonRate.getY() + buttonRate.getHeight() - 20, 0, 0, spriteStar.getWidth() / 2f, spriteStar.getHeight() / 2f, Utils.oscilliate(elapsedTime, scaleMin, scaleMax, period), Utils.oscilliate(elapsedTime, scaleMin, scaleMax, -period), Utils.oscilliate(elapsedTime, -rotate, rotate, period)); } } spriteTitle.draw(stage.getBatch()); spritesViperHeads[indexCurrentHeadSprite].draw(stage.getBatch()); // dot on the 'i' of Vorac_i_ous in the title image if (updating) { VoraciousViper.getInstance().getFadeSprite().setBounds(0, 0, viewport.getWorldWidth(), viewport.getWorldHeight()); VoraciousViper.getInstance().getFadeSprite().setAlpha(.8f); VoraciousViper.getInstance().getFadeSprite().draw(stage.getBatch()); font.setColor(Color.WHITE); String updating = VoraciousViper.getInstance().getBundle().get(I18NKeys.Updating) + "..."; font.draw(stage.getBatch(), updating, viewport.getWorldWidth() / 2 - Utils.getFontWidth(updating, font) / 2, viewport.getWorldHeight() / 2 - Utils.getFontHeight(updating, font) / 2); } stage.getBatch().end(); }
From source file:net.bplaced.therefactory.voraciousviper.ui.Hud.java
License:Open Source License
public void render(SpriteBatch batch) { if (!gameScreen.getLevel().hadFirstLevelTransition()) { return;// www .j a va 2 s.com } spriteTitle.draw(batch); // change color of title if viper has collected the key if (gameScreen.getViper().hasKey()) { spriteKey.draw(batch); } // render number of lives for (int i = 0; i < level.getViper().getNumLives(); i++) { batch.draw(level.getViper().getHeadX2(), livesXOffset + i * level.getViper().getHeadX2().getWidth(), Config.WINDOW_HEIGHT - level.getViper().getHeadX2().getHeight()); } font.setColor(Color.GRAY); int scoreX = 230; font.draw(batch, VoraciousViper.getInstance().getBundle().get(I18NKeys.Level), scoreX + 25, hudPositionY); font.draw(batch, VoraciousViper.getInstance().getBundle().get(I18NKeys.Score), scoreX + 140, hudPositionY); font.draw(batch, VoraciousViper.getInstance().getBundle().get(I18NKeys.Steps), scoreX + 260, hudPositionY); font.setColor(Color.YELLOW); font.draw(batch, stringBuilder.append(Utils.padLeft(level.getViper().getNumSteps(), 4)), scoreX + 215, hudPositionY); stringBuilder.setLength(0); font.draw(batch, stringBuilder.append(Utils.padLeft(level.getViper().getScore(), 4)), scoreX + 95, hudPositionY); stringBuilder.setLength(0); font.draw(batch, stringBuilder.append(Utils.padLeft(level.getIndexCurrentLevel() + 1, 2)), scoreX, hudPositionY); stringBuilder.setLength(0); }