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

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

Introduction

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

Prototype

public float toFloatBits() 

Source Link

Document

Packs the color components into a 32-bit integer with the format ABGR and then converts it to a float.

Usage

From source file:com.ridiculousRPG.DebugHelper.java

License:Apache License

public static void debugPolygons(List<PolygonObject> polyList) {
    for (PolygonObject poly : polyList) {
        for (int i = poly.vertexX.length - 1; i >= 0; i--) {
            float x = poly.vertexX[i];
            Color c = poly.getColor();
            if (c == null)
                c = poly.blockingBehavior.color;
            if (poly.loop && i == 0)
                x -= 20;//w w  w .ja va 2s  .c  om
            getTextMapDebugger().addMessage("#" + i, c.toFloatBits(), x, poly.vertexY[i], 0f, true);
        }
    }
}

From source file:com.ridiculousRPG.event.EventObject.java

License:Apache License

public void setColor(Color color) {
    this.color.set(color);
    colorFloatBits = color.toFloatBits();
}

From source file:com.ridiculousRPG.GameBase.java

License:Apache License

/**
 * The default tint is {@link Color#WHITE}. That means, that everything is
 * drawn as it is.<br>//from   w w  w .  j  a  v  a  2  s . c o m
 * Reset to {@link Color#WHITE} if you want to remove the coloring.<br>
 * If you use the alpha channel on the entire game, all layers of a map will
 * become visible. That's probably not what you want.<br>
 * If you want to fade the entire game out, make a transition to
 * {@link Color#BLACK}.<br>
 * Tip: Use an {@link EventObject} in combination with the
 * {@link MoveFadeColorAdapter} to create color animations (e.g. day and
 * night effects).
 * 
 * @see {@link MoveFadeColorAdapter#$(Speed, Color, boolean)}
 */
public void setGameColorTint(Color tint) {
    gameColorTint = ColorSerializable.wrap(tint);
    gameColorBits = tint.toFloatBits();
}

From source file:com.ridiculousRPG.ui.DisplayFPSService.java

License:Apache License

/**
 * Displays the rendering speed in frames per second.
 * //ww w  .  j a  v  a 2  s  .co m
 * @param font
 *            The font will automatically be disposed when disposing this
 *            service.
 * @param alignRight
 *            If true the text will be aligned right.
 * @param valignBottom
 *            If true the text will be displayed at the bottom of the
 *            screen.
 */
public DisplayFPSService(Color color, Alignment horiAlign, Alignment vertAlign) {
    this.colorBits = color.toFloatBits();
    this.horiAlign = horiAlign;
    this.vertAlign = vertAlign;
}

From source file:de.homelab.madgaksha.lotsofbs.bettersprite.CroppableSprite.java

License:Apache License

/**
 * Sets the color used to tint this sprite. Default is {@link Color#WHITE}.
 *///from www.  j ava 2s. c o m
public void setColor(Color tint) {
    float color = tint.toFloatBits();
    float[] vertices = this.vertices;
    vertices[C1] = color;
    vertices[C2] = color;
    vertices[C3] = color;
    vertices[C4] = color;
}

From source file:gaia.cu9.ari.gaiaorbit.util.g3d.ImmediateRenderer.java

License:Apache License

public void color(Color color) {
    vertices[vertexIdx + colorOffset] = color.toFloatBits();
}

From source file:gaia.cu9.ari.gaiaorbit.util.g3d.MeshBuilder2.java

License:Apache License

@Override
public short vertex(Vector3 pos, Vector3 nor, Color col, Vector2 uv) {
    if (vindex >= Short.MAX_VALUE)
        throw new GdxRuntimeException("Too many vertices used");
    if (col == null && colorSet)
        col = color;/*from ww w .  jav a 2 s  . co m*/
    if (pos != null) {
        if (vertexTransformationEnabled) {
            tempVTransformed.set(pos).mul(positionTransform);
            vertex[posOffset] = tempVTransformed.x;
            if (posSize > 1)
                vertex[posOffset + 1] = tempVTransformed.y;
            if (posSize > 2)
                vertex[posOffset + 2] = tempVTransformed.z;
        } else {
            vertex[posOffset] = pos.x;
            if (posSize > 1)
                vertex[posOffset + 1] = pos.y;
            if (posSize > 2)
                vertex[posOffset + 2] = pos.z;
        }
    }
    if (nor != null && norOffset >= 0) {
        if (vertexTransformationEnabled) {
            tempVTransformed.set(nor).mul(normalTransform).nor();
            vertex[norOffset] = tempVTransformed.x;
            vertex[norOffset + 1] = tempVTransformed.y;
            vertex[norOffset + 2] = tempVTransformed.z;
        } else {
            vertex[norOffset] = nor.x;
            vertex[norOffset + 1] = nor.y;
            vertex[norOffset + 2] = nor.z;
        }
    }
    if (col != null) {
        if (colOffset >= 0) {
            vertex[colOffset] = col.r;
            vertex[colOffset + 1] = col.g;
            vertex[colOffset + 2] = col.b;
            if (colSize > 3)
                vertex[colOffset + 3] = col.a;
        } else if (cpOffset > 0)
            vertex[cpOffset] = col.toFloatBits(); // FIXME cache packed color?
    }
    if (uv != null && uvOffset >= 0) {
        vertex[uvOffset] = uv.x;
        vertex[uvOffset + 1] = uv.y;
    }
    addVertex(vertex, 0);
    return lastIndex;
}

From source file:net.mwplay.cocostudio.ui.particleutil.CCParticleActor.java

License:Apache License

private void updateParticleQuads(Particle _particleData, int idx) {
    if (_particleCount <= 0) {
        return;/*from  www  .j a  v a  2  s.  c om*/
    }

    pos.setZero();
    if (_positionType == PositionTypeFree) {
        //Vector3 p1 = new Vector3();
        p1.setZero();
        p1.set(currentPosition.x, currentPosition.y, 0);

        transformPoint(p1);

        p2.setZero();
        newPos.setZero();

        p2.set(_particleData.startPos.x, _particleData.startPos.y, 0);
        // matrix4.trn(p2);
        // matrix4.getTranslation(p2);

        transformPoint(p2);

        newPos.set(_particleData.pos.x, _particleData.pos.y);

        p2.x = p1.x - p2.x;
        p2.y = p1.y - p2.y;

        newPos.x -= p2.x - pos.x;
        newPos.y -= p2.y - pos.y;

        updatePosWithParticle(_particleData, newPos, _particleData.size, _particleData.rotation, idx);

    } else if (_positionType == PositionTypeRelative) {
        newPos.setZero();
        newPos.set(_particleData.pos.x, _particleData.pos.y);
        newPos.x = _particleData.pos.x - (currentPosition.x - _particleData.startPos.x);
        newPos.y = _particleData.pos.y - (currentPosition.y - _particleData.startPos.y);
        newPos.add(pos);
        updatePosWithParticle(_particleData, newPos, _particleData.size, _particleData.rotation, idx);
    } else {
        newPos.setZero();
        newPos.set(_particleData.pos.x + pos.x, _particleData.pos.y + pos.y);
        updatePosWithParticle(_particleData, newPos, _particleData.size, _particleData.rotation, idx);
    }

    Color color = new Color();
    if (m_bOpacityModifyRGB) {
        //for(int i=0;i<_particleCount;++i){

        //   Particle _particleData = m_pParticles[i];

        color.set(_particleData.color.r * _particleData.color.a, _particleData.color.g * _particleData.color.a,
                _particleData.color.b * _particleData.color.a, _particleData.color.a);

        float[] toUpdate = vertices[idx];
        float colorFloat = color.toFloatBits();
        toUpdate[C1] = colorFloat;
        toUpdate[C2] = colorFloat;
        toUpdate[C3] = colorFloat;
        toUpdate[C4] = colorFloat;
        //}
    } else {
        //for(int i=0;i<_particleCount;++i){
        //   Particle _particleData = m_pParticles[i];
        float[] toUpdate = vertices[idx];
        float colorFloat = _particleData.color.toFloatBits();
        toUpdate[C1] = colorFloat;
        toUpdate[C2] = colorFloat;
        toUpdate[C3] = colorFloat;
        toUpdate[C4] = colorFloat;
        //}
    }
}

From source file:okj.easy.graphics.graphics2d.SpriteA.java

License:Apache License

public void setColor(Color tint) {
    float color = tint.toFloatBits();
    final float[] vertices = this.vertices;
    vertices[C1] = color;//from  www . j ava2 s  .  co  m
    vertices[C2] = color;
    vertices[C3] = color;
    vertices[C4] = color;
}