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

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

Introduction

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

Prototype

Color LIGHT_GRAY

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

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Usage

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

public void create() {
    // play the start screen sound
    AssetManager.splash.play();/*from  w w w.  java 2 s .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  .  j a v  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);
}

From source file:com.jmstudios.pointandhit.TargetManager.java

License:Open Source License

public TargetManager(float targetLifeTime, int targetRadius, Vector2 screenSize, UserPointer userPointer,
        GameScreen screen) {//  w  w  w .j a v a  2s. co m
    this.screen = screen;
    this.targetLifeTime = targetLifeTime;
    this.targetRadius = targetRadius;
    this.userPointer = userPointer;
    this.shoot = false;
    this.screenX = (int) screenSize.x;
    this.screenY = (int) screenSize.y;
    int targetRadiusBound = targetRadius / 2;
    lowerX = targetRadiusBound;
    lowerY = targetRadiusBound;
    higherX = screenX - targetRadiusBound;
    higherY = screenY - targetRadiusBound;
    this.randomGenerator = new Random();
    spawnNewTarget();

    this.bulletManager = new BulletManager(0.4f, this, userPointer);

    this.loseLifeEffect = new LoseLifeEffect(0.4f, this);

    // Theme
    blueTheme = new GameTheme();
    blueTheme.background = new Color(0.2f, 0.4f, 0.5f, 1);
    blueTheme.target = new Color(0.9f, 0.35f, 0.1f, 1);
    blueTheme.userPointer = Color.WHITE;
    blueTheme.bullet = Color.LIGHT_GRAY;

    purpleTheme = new GameTheme();
    purpleTheme.background = new Color(0.2f, 0.2f, 0.5f, 1);
    purpleTheme.target = new Color(0.87f, 0.58f, 0.85f, 1);
    purpleTheme.userPointer = Color.WHITE;
    purpleTheme.bullet = Color.LIGHT_GRAY;

    darkBlueTheme = new GameTheme();
    darkBlueTheme.background = new Color(0.235f, 0.235f, 0.39f, 1);
    darkBlueTheme.target = new Color(0.39f, 0.69f, 0.29f, 1);
    darkBlueTheme.userPointer = Color.WHITE;
    darkBlueTheme.bullet = Color.LIGHT_GRAY;

    brownTheme = new GameTheme();
    brownTheme.background = new Color(0.45f, 0.28f, 0.24f, 1);
    brownTheme.target = new Color(0.51f, 0.75f, 0.81f, 1);
    brownTheme.userPointer = Color.WHITE;
    brownTheme.bullet = Color.LIGHT_GRAY;

    greenTheme = new GameTheme();
    greenTheme.background = new Color(0.34f, 0.53f, 0.27f, 1);
    greenTheme.target = new Color(0.42f, 0.33f, 0.55f, 1);
    greenTheme.userPointer = Color.WHITE;
    greenTheme.bullet = Color.LIGHT_GRAY;

    this.score = 0;

    this.currentTheme = getTheme(score);

    this.lifes = 3;
}

From source file:com.jmstudios.pointandhit.TutorialScreen.java

License:Open Source License

public TutorialScreen(final OneShotGame game, boolean automatic) {
    this.game = game;
    this.automatic = automatic;
    this.scale = game.scale;

    batch = new SpriteBatch();
    shapeRenderer = new ShapeRenderer();
    screenSize = new Vector2(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    textFont = new BitmapFont(Gdx.files.internal("fonts/deja_vu_sans_medium.fnt"));
    textFont.setScale(scale);//from   www . j  a  va 2s  . com

    infoLabelStyle = new Label.LabelStyle(textFont, Color.WHITE);

    tapToLabelStyle = new Label.LabelStyle(textFont, Color.LIGHT_GRAY);

    // Step 1
    float padding = 50 * scale;
    step1Stage = new Stage();
    step1Table = new Table();
    step1Table.setFillParent(true);
    step1Table.align(Align.bottomLeft);

    step1TiltInfo = new Label(tiltInfo, infoLabelStyle);
    step1TiltInfo.setWrap(true);
    step1TiltInfo.setWidth(screenSize.x - padding * 2);
    step1TiltInfo.setAlignment(Align.center);

    step1TapInfo = new Label(tapInfo, infoLabelStyle);
    step1TapInfo.setWrap(true);
    step1TapInfo.setWidth(screenSize.x - padding * 2);
    step1TapInfo.setAlignment(Align.center);

    step1TapToContinue = new Label(tapToContinue, tapToLabelStyle);
    step1TapToContinue.setWrap(true);
    step1TapToContinue.setWidth(screenSize.x - padding * 2);
    step1TapToContinue.setAlignment(Align.center);

    step1Table.defaults().pad(padding);
    step1Table.add(step1TiltInfo).width(screenSize.x - padding * 2);
    step1Table.row();
    step1Table.add(step1TapInfo).width(screenSize.x - padding * 2);
    step1Table.row();
    step1Table.add(step1TapToContinue).width(screenSize.x - padding * 2);
    step1Stage.addActor(step1Table);

    // Step 2
    step2Stage = new Stage();
    step2Table = new Table();
    step2Table.setFillParent(true);
    step2Table.align(Align.bottomLeft);

    step2ObjectiveInfo = new Label(objectiveInfo, infoLabelStyle);
    step2ObjectiveInfo.setWrap(true);
    step2ObjectiveInfo.setWidth(screenSize.x - padding * 2);
    step2ObjectiveInfo.setAlignment(Align.center);

    step2ShootToContinue = new Label(shootToContinueInfo, tapToLabelStyle);
    step2ShootToContinue.setWrap(true);
    step2ShootToContinue.setWidth(screenSize.x - padding * 2);
    step2ShootToContinue.setAlignment(Align.center);

    step2Table.defaults().pad(padding);
    step2Table.add(step2ObjectiveInfo).width(screenSize.x - padding * 2);
    step2Table.row();
    step2Table.add(step2ShootToContinue).width(screenSize.x - padding * 2);
    step2Stage.addActor(step2Table);

    // Done
    doneStage = new Stage();
    doneTable = new Table();
    doneTable.setFillParent(true);
    doneTable.align(Align.left);

    doneEndMessage = new Label(endMessage, infoLabelStyle);
    doneEndMessage.setWrap(true);
    doneEndMessage.setWidth(screenSize.x - padding * 2);
    doneEndMessage.setAlignment(Align.center);

    if (automatic) {
        tapToPlay = "Tap to finish...";
    }

    doneTapToInfo = new Label(tapToPlay, tapToLabelStyle);
    doneTapToInfo.setWrap(true);
    doneTapToInfo.setWidth(screenSize.x - padding * 2);
    doneTapToInfo.setAlignment(Align.center);

    doneTable.defaults().pad(padding);
    doneTable.add(doneEndMessage).width(screenSize.x - padding * 2);
    doneTable.row();
    doneTable.add(doneTapToInfo).width(screenSize.x - padding * 2);
    doneStage.addActor(doneTable);
}

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

License:Open Source License

public PauseMenu() {
    super(true);
    this.setTint(Color.LIGHT_GRAY);
}

From source file:com.kotcrab.vis.editor.module.scene.RendererModule.java

License:Apache License

@Override
public void render(Batch batch) {
    batch.end();/*from   w w w  .  j  a  va  2 s . co m*/
    shapeRenderer.setProjectionMatrix(camera.getCombinedMatrix());
    shapeRenderer.setColor(Color.LIGHT_GRAY);
    shapeRenderer.begin(ShapeType.Line);
    shapeRenderer.rect(0, 0, scene.width, scene.height);
    shapeRenderer.end();
    batch.begin();
}

From source file:com.kotcrab.vis.editor.ui.IndeterminateTextField.java

License:Apache License

private void updateText() {
    if (indeterminate) {
        textField.setText("<?>");
        textField.getStyle().fontColor = Color.LIGHT_GRAY;
    } else {//www.  ja  v  a  2 s .  c om
        textField.setText(text);
        textField.getStyle().fontColor = Color.WHITE;
    }
}

From source file:com.laststandstudio.space.Levels.Menus.MainMenu.java

License:Open Source License

public MainMenu(Game game) {
    super(game);//from  w w w  . j a v a 2  s .c o m
    SpaceShooter.mode = SpaceShooter.GameMode.MENU_MAIN;
    SpaceShooter.logger.logDebug("Main Menu: Creating Main Menu Screen");
    this.batch = new SpriteBatch();
    this.titleFont = super.loadFont("fonts/Gtek_Technology_free.ttf", (Gdx.graphics.getHeight() / 12));
    SpaceShooter.logger.logDebug("Main Menu: Creating Button Tables & Fonts");
    this.menuFont = new BitmapFont();
    this.pixmap = new Pixmap((Gdx.graphics.getWidth() / 2) - (Gdx.graphics.getWidth() / 10),
            (Gdx.graphics.getHeight() / 12), Pixmap.Format.RGB888);
    this.skin = new Skin();
    this.stage = new Stage();
    this.table = new Table();
    this.labelStyle = new Label.LabelStyle(titleFont, Color.BLACK);
    this.textButtonStyle = new TextButton.TextButtonStyle();

    skin.add("default", menuFont);
    pixmap.setColor(Color.MAROON);
    pixmap.fill();
    skin.add("background", new Texture(pixmap));

    SpaceShooter.logger.logDebug("Main Menu: Building Button Style");
    textButtonStyle.up = skin.newDrawable("background", Color.GRAY);
    textButtonStyle.down = skin.newDrawable("background", Color.DARK_GRAY);
    textButtonStyle.checked = skin.newDrawable("background", Color.DARK_GRAY);
    textButtonStyle.over = skin.newDrawable("background", Color.LIGHT_GRAY);
    textButtonStyle.font = skin.getFont("default");

    skin.add("default", textButtonStyle);

    SpaceShooter.logger.logDebug("Main Menu: Building Buttons");
    this.title = new Label("space shooter", labelStyle);
    this.btnSinglePlayer = new TextButton("Single Player", skin);
    this.btnMultiplayer = new TextButton("Multiplayer", skin);
    this.btnOptions = new TextButton("Options", skin);
    this.btnTexturePacks = new TextButton("Texture Packs", skin);
    this.btnMods = new TextButton("Mods", skin);
    this.btnExit = new TextButton("Exit", skin);
}

From source file:com.mbrlabs.mundus.editor.utils.UsefulMeshs.java

License:Apache License

public static Model createAxes() {
    final float GRID_MIN = -10f;
    final float GRID_MAX = 10f;
    final float GRID_STEP = 1f;
    ModelBuilder modelBuilder = new ModelBuilder();
    modelBuilder.begin();//from ww w . j a  v  a  2  s.co  m
    MeshPartBuilder builder = modelBuilder.part("grid", GL20.GL_LINES,
            VertexAttributes.Usage.Position | VertexAttributes.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,
            VertexAttributes.Usage.Position | VertexAttributes.Usage.ColorUnpacked, new Material());
    builder.setColor(Color.RED);
    builder.line(0, 0, 0, 100, 0, 0);
    builder.setColor(Color.GREEN);
    builder.line(0, 0, 0, 0, 100, 0);
    builder.setColor(Color.BLUE);
    builder.line(0, 0, 0, 0, 0, 100);
    return modelBuilder.end();
}

From source file:com.momia.asg.screens.MainMenu.java

License:Apache License

public MainMenu(final ASG game) {
    this.game = game;
    batch = new SpriteBatch();
    stage = new Stage();
    Gdx.input.setInputProcessor(stage);/*  w  w  w  .java2s  .  co  m*/
    // A skin can be loaded via JSON or defined programmatically, either is fine. Using a skin is optional but strongly
    // recommended solely for the convenience of getting a texture, region, etc as a drawable, tinted drawable, etc.
    skin = new Skin();
    // Generate a 1x1 white texture and store it in the skin named "white".
    Pixmap pixmap = new Pixmap(1, 1, Format.RGBA8888);
    pixmap.setColor(Color.WHITE);
    pixmap.fill();
    skin.add("white", new Texture(pixmap));
    // Store the default libgdx font under the name "default".
    skin.add("default", new BitmapFont());
    // Configure a TextButtonStyle and name it "default". Skin resources are stored by type, so this doesn't overwrite the font.
    TextButtonStyle textButtonStyle = new TextButtonStyle();
    textButtonStyle.up = skin.newDrawable("white", Color.DARK_GRAY);
    textButtonStyle.down = skin.newDrawable("white", Color.DARK_GRAY);
    textButtonStyle.checked = skin.newDrawable("white", Color.BLUE);
    textButtonStyle.over = skin.newDrawable("white", Color.LIGHT_GRAY);
    textButtonStyle.font = skin.getFont("default");
    skin.add("default", textButtonStyle);
    // Create a table that fills the screen. Everything else will go inside this table.
    Table table = new Table();
    table.setFillParent(true);
    stage.addActor(table);
    // Create a button with the "default" TextButtonStyle. A 3rd parameter can be used to specify a name other than "default".
    final TextButton button = new TextButton("New Game", skin);
    table.add(button);
    // Add a listener to the button. ChangeListener is fired when the button's checked state changes, eg when clicked,
    // Button#setChecked() is called, via a key press, etc. If the event.cancel() is called, the checked state will be reverted.
    // ClickListener could have been used, but would only fire when clicked. Also, canceling a ClickListener event won't
    // revert the checked state.
    button.addListener(new ClickListener() {
        public void clicked(InputEvent event, float x, float y) {
            if (button.isChecked())
                game.setScreen(new Screen1(game));
        }
    });

}