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

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

Introduction

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

Prototype

Color RED

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Usage

From source file:com.mrlamont.Model.TitleScreen.java

public void render(float delta) {
    camera = new OrthographicCamera();
    viewport = new FitViewport(V_WIDTH, V_HEIGHT, camera);
    batch = new SpriteBatch();
    // clear the screen with black
    Gdx.gl20.glClearColor(0, 0, 0, 1);/*from   www  . j a  va 2 s .com*/
    Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT);
    g = new ShapeRenderer();
    batch = new SpriteBatch();
    g.begin(ShapeRenderer.ShapeType.Filled);
    g.setColor(Color.PURPLE);
    g.rect(550, 0, 110, 600);
    g.setColor(Color.BLUE);
    g.rect(440, 0, 110, 600);
    g.setColor(Color.GREEN);
    g.rect(330, 0, 110, 600);
    g.setColor(Color.YELLOW);
    g.rect(220, 0, 110, 600);
    g.setColor(Color.ORANGE);
    g.rect(110, 0, 110, 600);
    g.setColor(Color.RED);
    g.rect(0, 0, 110, 600);
    g.end();

    //draw different coloured Wheelys on screen
    batch.begin();
    batch.draw(AssetManager.wheelyYellow, 190, -1);
    batch.draw(AssetManager.wheelyOrange, 90, -1);
    batch.draw(AssetManager.wheelyRed, -14, -1);
    batch.draw(AssetManager.wheelyGreenL, 320, -1);
    batch.draw(AssetManager.wheelyBlueL, 420, -1);
    batch.draw(AssetManager.wheelyPurpleL, 520, -1);
    batch.end();

    //If a certain colour is left clicked, that colouro of Wheely is selected
    if (Gdx.input.isButtonPressed(Input.Buttons.LEFT)) {
        Vector3 mouseClick = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0);
        camera.unproject(mouseClick);
        System.out.println("x: " + mouseClick.x + "    y: " + mouseClick.y);
        //Red
        if (mouseClick.y >= -1 && mouseClick.y <= 0.991 && mouseClick.x >= -1 && mouseClick.x <= -0.6625) {
            red = true;
        }
        //Green
        if (mouseClick.y >= -1 && mouseClick.y <= 1 && mouseClick.x >= 0.034374952
                && mouseClick.x <= 0.36874998) {
            green = true;
        }
        //Orange
        if (mouseClick.y >= -1 && mouseClick.y <= 1 && mouseClick.x >= -0.653125
                && mouseClick.x <= -0.32187498) {
            orange = true;
        }
        //Yellow
        if (mouseClick.y >= -1 && mouseClick.y <= 1 && mouseClick.x >= -0.309375
                && mouseClick.x <= 0.024999976) {
            yellow = true;
        }
        //Blue
        if (mouseClick.y >= -1 && mouseClick.y <= 1 && mouseClick.x >= 0.37812495 && mouseClick.x <= 0.7125) {
            blue = true;
        }

        //Purple
        if (mouseClick.y >= -1 && mouseClick.y <= 1 && mouseClick.x >= 0.71875 && mouseClick.x <= 0.99375) {
            purple = true;
        }

    }

}

From source file:com.mygdx.game.CarDrawer.java

@Override
public void draw(ShapeRenderer sr, Vehicle vehicle) {
    sr.setColor(Color.RED);
    float x = vehicle.getXOnScreen();
    float y = vehicle.getYOnScreen();

    int widthRect, heightRect;

    if (!vehicle.isTurned()) {
        if (vehicle.getStartMotionDirection() == Constants.leftToRight
                || vehicle.getStartMotionDirection() == Constants.rightToLeft) {
            widthRect = vehicle.getWidth();
            heightRect = vehicle.getHeight();
        } else {/*  w  ww . ja v a 2s  . c  o  m*/
            widthRect = vehicle.getHeight();
            heightRect = vehicle.getWidth();
        }
    } else {
        if (vehicle.getFinishMotionDirection() == Constants.leftToRight
                || vehicle.getFinishMotionDirection() == Constants.rightToLeft) {
            widthRect = vehicle.getWidth();
            heightRect = vehicle.getHeight();
        } else {
            widthRect = vehicle.getHeight();
            heightRect = vehicle.getWidth();
        }
    }

    sr.rect(x, y, widthRect, heightRect);

    // 
    //        sr.setColor(Color.YELLOW);
    //        sr.rect(x, y, 10, 10);
}

From source file:com.mygdx.game.debugdrawers.ArmatureDebugDrawer.java

License:Apache License

public void drawArmature(MyShapeRenderer shapeRenderer, GameCharacter character, String rootNodeId) {
    this.shapeRenderer = shapeRenderer;
    if (character == null) {
        return;/*w w  w  . j  a va 2  s. c  o  m*/
    }
    if (shapeRenderer.isDrawing()) {
        shapeRenderer.end();
    }

    shapeRenderer.begin(MyShapeRenderer.ShapeType.Line);
    shapeRenderer.setColor(Color.YELLOW);

    Node skeleton = character.modelInstance.getNode(rootNodeId);
    if (skeleton != null) {
        Vector3 modelPos = TMP_V1;
        Vector3 rootNodeGlobalPos = TMP_V2;
        Vector3 debugNodePos = TMP_V3;
        Quaternion modelRot = TMP_Q;

        character.modelInstance.transform.getTranslation(modelPos);
        character.modelInstance.transform.getRotation(modelRot);
        skeleton.globalTransform.getTranslation(rootNodeGlobalPos);
        drawArmatureNodes(skeleton, modelPos, modelRot, rootNodeGlobalPos, debugNodePos);
    }
    if (character instanceof HumanCharacter) {
        HumanCharacter human = (HumanCharacter) character;

        human.getBoneMidpointWorldPosition(HumanCharacter.HumanArmature.RIGHT_HAND.id, TMP_V1);
        drawVertex(TMP_V1, 0.05f, Color.RED);
        human.getBoneMidpointWorldPosition(HumanCharacter.HumanArmature.LEFT_HAND.id, TMP_V1);
        drawVertex(TMP_V1, 0.05f, Color.GREEN);
    }
    if (character instanceof DogCharacter) {
        DogCharacter dog = (DogCharacter) character;

        dog.getBoneMidpointWorldPosition(DogCharacter.DogArmature.HEAD.id, TMP_V1);
        drawVertex(TMP_V1, 0.05f, Color.RED);
        dog.getBoneDirection(DogCharacter.DogArmature.HEAD.id, TMP_V2);
        drawVertex(TMP_V1.add(TMP_V2.scl(0.5f)), 0.05f, Color.GREEN);
    }

    shapeRenderer.end();
}

From source file:com.mygdx.game.debugdrawers.NavMeshDebugDrawer.java

License:Apache License

private void drawPathTriangles(NavMeshGraphPath navMeshGraphPath, Triangle currentTriangle) {
    shapeRenderer.set(MyShapeRenderer.ShapeType.Filled);

    if (navMeshGraphPath != null && navMeshGraphPath.getCount() > 0) {

        for (int i = 0; i < navMeshGraphPath.getCount(); i++) {
            Edge e = (Edge) navMeshGraphPath.get(i);
            if (triangleIsVisible(e.fromNode)) {
                if (currentTriangle.getIndex() == e.fromNode.getIndex()) {
                    drawTriangle(e.fromNode, Color.RED, 0.2f);
                } else {
                    drawTriangle(e.fromNode, Color.YELLOW, 0.2f);
                }//from ww  w  .  j ava2 s .c o  m
            }
            if (i == navMeshGraphPath.getCount() - 1) {
                if (triangleIsVisible(e.toNode)) {
                    if (currentTriangle.getIndex() == e.toNode.getIndex()) {
                        drawTriangle(e.toNode, Color.RED, 0.2f);
                    } else {
                        drawTriangle(e.toNode, Color.YELLOW, 0.2f);
                    }
                }
            }
        }
        // Shared triangle edges
        shapeRenderer.set(MyShapeRenderer.ShapeType.Line);
        for (Connection<Triangle> connection : navMeshGraphPath) {
            Edge e = (Edge) connection;
            if (triangleIsVisible(e.fromNode) || triangleIsVisible(e.toNode)) {
                shapeRenderer.line(e.rightVertex, e.leftVertex, Color.GREEN, Color.RED);
            }
        }
    } else if (currentTriangle != null) {
        drawTriangle(currentTriangle, Color.RED, 0.2f);
    }

}

From source file:com.mygdx.game.gameword.touchme.TouchMeRenderer.java

private void dessinerSegments() {
    shapeRenderer.setProjectionMatrix(batch.getProjectionMatrix());
    shapeRenderer.begin(ShapeRenderer.ShapeType.Filled);
    shapeRenderer.setColor(Color.RED);
    for (int i = 0; i < gameWorld.getCheckPoints().size() - 1; i++) {
        CheckPoint cp = gameWorld.getCheckPoints().get(i);
        CheckPoint cpNext = gameWorld.getCheckPoints().get(i + 1);
        shapeRenderer.line(cp.getPosition().x + cp.getLargeur() / 2, cp.getPosition().y + cp.getHauteur() / 2,
                cpNext.getPosition().x + cpNext.getLargeur() / 2,
                cpNext.getPosition().y + cpNext.getHauteur() / 2);
    }/*from   w  w w. j a  v  a 2 s  .c om*/
    shapeRenderer.end();
}

From source file:com.mygdx.game.steerers.FollowPathSteerer.java

License:Apache License

@Override
public boolean processSteering(SteeringAcceleration<Vector3> steering) {

    // Check if steering target path segment changed.
    LinePathParam pathParam = followPathSB.getPathParam();
    int traversedSegment = pathParam.getSegmentIndex();
    if (traversedSegment > currentSegmentIndex) {
        currentSegmentIndex = traversedSegment;
    }// w  ww. j  av a 2  s. co  m

    if (prioritySteering.getSelectedBehaviorIndex() == 0) {
        /*
         * Collision avoidance management
         */
        float pr = proximity.getRadius() * 1.5f;
        if (linePath.getEndPoint().dst2(steerableBody.getPosition()) <= pr * pr) {
            // Disable collision avoidance near the end of the path since the obstacle
            // will likely prevent the entity from reaching the target.
            collisionAvoidanceSB.setEnabled(false);
            deadlockDetectionStartTime = Float.POSITIVE_INFINITY;
        } else if (deadlockDetection) {
            // Accumulate collision time during deadlock detection
            collisionDuration += GdxAI.getTimepiece().getDeltaTime();

            if (GdxAI.getTimepiece().getTime() - deadlockDetectionStartTime > DEADLOCK_TIME
                    && collisionDuration > DEADLOCK_TIME * .6f) {
                // Disable collision avoidance since most of the deadlock detection period has been spent on collision avoidance
                collisionAvoidanceSB.setEnabled(false);
            }
        } else {
            // Start deadlock detection
            deadlockDetectionStartTime = GdxAI.getTimepiece().getTime();
            collisionDuration = 0;
            deadlockDetection = true;
        }
        return true;
    }

    /*
     * Path following management
     */
    float dst2FromPathEnd = steerableBody.getPosition().dst2(linePath.getEndPoint());

    // Check to see if the entity has reached the end of the path
    if (steering.isZero()
            && dst2FromPathEnd < followPathSB.getArrivalTolerance() * followPathSB.getArrivalTolerance()) {
        return false;
    }

    // Check if collision avoidance must be re-enabled
    if (deadlockDetection && !collisionAvoidanceSB.isEnabled()
            && GdxAI.getTimepiece().getTime() - deadlockDetectionStartTime > MAX_NO_COLLISION_TIME) {
        collisionAvoidanceSB.setEnabled(true);
        deadlockDetection = false;
    }

    // If linear speed is very low and the entity is colliding something at his feet, like a step of the stairs
    // for instance, we have to increase the acceleration to make him go upstairs. 
    float minVel = .2f;
    if (steerableBody.getLinearVelocity().len2() > minVel * minVel) {
        stationarityRayColor = null;
    } else {
        steerableBody.getGroundPosition(stationarityRayLow.origin).add(0, 0.05f, 0);
        steerableBody.getDirection(stationarityRayLow.direction).scl(1f, 0f, 1f).nor();
        stationarityRayLength = steerableBody.getBoundingRadius() + 0.4f;
        Entity hitEntityLow = GameScreen.screen.engine.rayTest(stationarityRayLow, null, GameEngine.ALL_FLAG,
                GameEngine.PC_FLAG, stationarityRayLength, null);
        if (hitEntityLow instanceof GameObject) {
            stationarityRayColor = Color.RED;
            stationarityRayHigh.set(stationarityRayLow);
            stationarityRayHigh.origin.add(0, .8f, 0);
            Entity hitEntityHigh = GameScreen.screen.engine.rayTest(stationarityRayHigh, null,
                    GameEngine.ALL_FLAG, GameEngine.PC_FLAG, stationarityRayLength, null);
            if (hitEntityHigh == null) {
                // The entity is touching a small obstacle with his feet like a step of the stairs.
                // Increase the acceleration to make him go upstairs.
                steering.linear.scl(8);
            } else if (hitEntityHigh instanceof GameObject) {
                // The entity is touching a higher obstacle like a tree, a column or something.
                // Here we should invent something to circumvent this kind of obstacles :)
                //steering.linear.rotateRad(Constants.V3_UP, Constants.PI0_25);
            }
        } else {
            stationarityRayColor = Color.BLUE;
        }
    }

    return true;
}

From source file:com.mygdx.game.TrafficLightDrawer.java

public void draw() {

    sr.setColor(Color.BLACK);/*  w ww  .  j  a  v  a  2  s.  com*/
    float x = trafficLight.getXOnScreen(), y = trafficLight.getYOnScreen();
    float width = trafficLight.getWidth() + 8, height = trafficLight.getHeight() + 12;
    sr.rect(x, y, width, height);

    if (trafficLight.isYellow())
        sr.setColor(Color.YELLOW);
    else
        sr.setColor(Color.DARK_GRAY);
    sr.circle(x + width / 2, y + height / 2, trafficLight.getRadius());

    if (trafficLight.isGreen())
        sr.setColor(Color.GREEN);
    else
        sr.setColor(Color.DARK_GRAY);
    sr.circle(x + width / 2, y + width / 2 - 1, trafficLight.getRadius());

    if (trafficLight.isRed())
        sr.setColor(Color.RED);
    else
        sr.setColor(Color.DARK_GRAY);
    sr.circle(x + width / 2, y + 2 * width + 3, trafficLight.getRadius());
}

From source file:com.mygdx.game.world.World.java

public void renderBounds(ShapeRenderer renderer) { //For rendering the collision surfaces.
    renderer.setColor(Color.RED);
    for (GameObject obj : object) {
        renderer.rect(obj.x + obj.x_anchor, obj.y + obj.y_anchor, obj.bounds.width, obj.bounds.height);
    }/*from   w  w  w. j  a  va  2  s. c  om*/
    renderer.rect(player.getPositionX(), player.getPositionY(), 32, 32);
    renderer.setColor(Color.WHITE);
}

From source file:com.mygdx.gui.UpgradeButton.java

@Override
public void draw(Batch batch, float parentAlpha) {
    sprite.setColor(MYGDXGAME.game.moneys >= price ? Color.WHITE : Color.GRAY);
    if (sprite != null) {
        sprite.setSize(width, height);/*www. j  a v a 2s .  c o  m*/
        sprite.setCenterX(x);
        sprite.setCenterY(y);
        sprite.setAlpha(parentAlpha);
        sprite.draw(batch, parentAlpha);
        if (mess != null) {
            MYGDXGAME.game.draw(batch, mess, x - 40, y + getHeight() / 2 - 20, Color.BLACK,
                    Game.fontSizes.STANDART);
        }
    }
    if (desc != null)
        MYGDXGAME.game.draw(batch, desc, x - getWidth() / 2 + 30, y + getHeight() / 2 - 60, Color.BLACK,
                Game.fontSizes.STANDART);
    MYGDXGAME.game.draw(batch, "$" + price, x - getWidth() / 2 + 30, y + getHeight() / 2 - 100, Color.RED,
            Game.fontSizes.STANDART);
}

From source file:com.mygdx.jogo.Humano.java

/**Mtodo utilizado para atualizar os estados do tabuleiro conforme as casas que o jogador escolher,
* @param selecionada  a casa selecionada pelo jogador.  
* @param estagio utilizado no mtodo de mover invocado por este mtodo para remover a pea capturada.
* @return se a saida for verdadeira o turno do jogador  finalizado ,caso for falsa ele continua atualizando.
*//*from ww  w .  j  a v  a  2  s.c  om*/
@Override
public boolean update(Casa selecionada, Stage estagio) {
    if (getSelAreaPeca() != null && getSelAreaPeca().peca != null
            && getSelAreaPeca().peca.imagem.getActions().size > 0) {

    } else {

        if (getSelAreaPeca() != null && getCaminhoEscolhido() != null) {
            return moverPeca(estagio);
        } else if (selecionada != null) {

            if (selecionada.peca != null && selecionada != anterior) {// fazer algo para isso executar uma unica vez
                if (getPecas().contains(selecionada.peca)) {
                    if (getSelAreaPeca() != null && getSelAreaPeca().peca != null) {
                        getSelAreaPeca().peca.imagem.setColor(getSelAreaPeca().peca.getColorOriginal());
                        ocultarVizinhos();
                    }
                    setSelAreaPeca(selecionada);
                    setVizinhosSelAreaPeca(Jogo.getInstance().getTabuleiro().caminhosDisponiveis(selecionada,
                            getQtdJogadas() > 0));
                    if (getVizinhosSelAreaPeca().size() == 0 && getQtdJogadas() > 0) {
                        return true;
                    }
                    getSelAreaPeca().peca.imagem.setColor(Color.RED);
                    anterior = getSelAreaPeca();
                    exibirVizinhos();
                    System.out.println("caminhos: " + getVizinhosSelAreaPeca().size());
                }
            } else if (getVizinhosSelAreaPeca() != null) {
                casaValida(selecionada);
            }
        }
    }
    return false;
}