List of usage examples for com.badlogic.gdx.graphics Color WHITE
Color WHITE
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From source file:com.mob.client.sprites.CharacterSprite.java
License:Open Source License
public CharacterSprite(Game _game, int x, int y, Heading mHeading, int bodyIndex, int weaponIndex, int headIndex, int helmetIndex, int shieldIndex, int fxIndex) { super(_game, x, y); // Init class this.mFont = this.mGame.getFont(); this.mFont.setColor(0.0f, 0.6f, 0.0f, 1.0f); this.mHeading = mHeading; this.mDeltaTime = 0.0f; this.mBodyGrhIndex = 0; this.mHeadGrhIndex = 0; this.mHelmetGrhIndex = 0; this.mWeaponGrhIndex = 0; this.mShieldGrhIndex = 0; this.mFxGrhIndex = 0; this.mFxOffsetX = 0; this.mFxOffsetY = 0; this.mFxTimer = 0; this.mColor = Color.WHITE; // Check null indexes if (helmetIndex == 0) helmetIndex = 2;/*from w ww.java 2 s .c o m*/ if (weaponIndex == 0) weaponIndex = 2; if (shieldIndex == 0) shieldIndex = 2; // Load graphics if (bodyIndex != 0) this.loadBody(this.mGame.getBodyData().get(bodyIndex)); if (weaponIndex != 0) this.loadWeapon(this.mGame.getWeaponData().get(weaponIndex)); if (shieldIndex != 0) this.loadShield(this.mGame.getShieldData().get(shieldIndex)); if (headIndex != 0) this.loadHead(this.mGame.getHeadData().get(headIndex)); if (helmetIndex != 0) this.loadHelmet(this.mGame.getHelmetData().get(helmetIndex)); if (fxIndex != 0) this.loadFx(this.mGame.getFxData().get(fxIndex)); // Calculate offsets this.mHeadOffsetX = this.mGame.getBodyData().get(bodyIndex).getHeadOffsetX(); this.mHeadOffsetY = this.mGame.getBodyData().get(bodyIndex).getHeadOffsetY(); }
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);/*from ww w . java 2 s .c o 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)); } }); }
From source file:com.mygdx.g3il.screens.MainMenuScreen.java
License:Apache License
@Override public void draw(float delta) { Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); camera.update();//from ww w. j a va2 s.co m ShapeRenderer shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(camera.combined); shapeRenderer.begin(ShapeRenderer.ShapeType.Line); shapeRenderer.setColor(1, 1, 0, 1); shapeRenderer.rect(playBounds.x, playBounds.y, playBounds.getWidth(), playBounds.getHeight()); shapeRenderer.rect(highscoresBounds.x, highscoresBounds.y, highscoresBounds.getWidth(), highscoresBounds.getHeight()); shapeRenderer.end(); game.batch.setProjectionMatrix(camera.combined); game.batch.setColor(Color.WHITE); game.batch.begin(); game.batch.disableBlending(); game.batch.draw(background, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); game.batch.end(); game.batch.enableBlending(); game.batch.begin(); final Vector2 position = new Vector2(); drawText("Play", playBounds.getCenter(position)); drawText("High Scores", highscoresBounds.getCenter(position)); //drawText("Help", helpBounds.getCenter(position)); game.batch.end(); }
From source file:com.mygdx.game.CrossroadDrawer.java
public void draw() { sr.begin();/* ww w .j a v a2 s.c o m*/ sr.set(ShapeRenderer.ShapeType.Filled); // ? sr.setColor(Color.DARK_GRAY); sr.rect(0, Constants.heightWindow / 2 - scaleRoad, Constants.widthWindow, scaleRoad * 2); // ? sr.setColor(Color.DARK_GRAY); sr.rect(Constants.widthWindow / 2 - scaleRoad, 0, scaleRoad * 2, Constants.heightWindow); // sr.setColor(Color.WHITE); float x = Constants.widthWindow / 2 - scaleRoad - crossroads.widthCrosswalk - crossroads.widthCrosswalk / 2; float y = Constants.heightWindow / 2 - scaleRoad + crossroads.heightCrosswalk / 2; while (y < Constants.heightWindow / 2 + scaleRoad) { sr.rect(x, y, crossroads.widthCrosswalk, crossroads.heightCrosswalk); y += 2 * crossroads.heightCrosswalk; } // x = Constants.widthWindow / 2 + scaleRoad + crossroads.widthCrosswalk / 2; y = Constants.heightWindow / 2 - scaleRoad + crossroads.heightCrosswalk / 2; while (y < Constants.heightWindow / 2 + scaleRoad) { sr.rect(x, y, crossroads.widthCrosswalk, crossroads.heightCrosswalk); y += 2 * crossroads.heightCrosswalk; } // ? ?-? x = Constants.widthWindow / 2 - scaleRoad - crossroads.widthCrosswalk - crossroads.widthCrosswalk / 2 - 3 * crossroads.heightCrosswalk; y = Constants.heightWindow / 2 - scaleRoad + crossroads.heightCrosswalk; sr.rect(x, y, crossroads.heightCrosswalk, scaleRoad - 2 * crossroads.heightCrosswalk); // ? ? ?? ? sr.rect(0, Constants.heightWindow / 2 - scaleMarking, x - scaleMarking * 2, scaleMarking); // ? float step = scaleRoad / 3; float startShortMarking = 0; while (startShortMarking + crossroads.widthShortMarking < x - scaleMarking * 2) { sr.rect(startShortMarking, Constants.heightWindow / 2 - scaleMarking - step, crossroads.widthShortMarking, scaleMarking); sr.rect(startShortMarking, Constants.heightWindow / 2 - scaleMarking - 2 * step, crossroads.widthShortMarking, scaleMarking); sr.rect(startShortMarking, Constants.heightWindow / 2 - scaleMarking + step, crossroads.widthShortMarking, scaleMarking); sr.rect(startShortMarking, Constants.heightWindow / 2 - scaleMarking + 2 * step, crossroads.widthShortMarking, scaleMarking); startShortMarking += 2 * crossroads.widthShortMarking; } // ? ?-? x = Constants.widthWindow / 2 + scaleRoad + crossroads.widthCrosswalk + crossroads.widthCrosswalk / 2 + 2 * crossroads.heightCrosswalk; y = Constants.heightWindow / 2 + crossroads.heightCrosswalk; sr.rect(x, y, crossroads.heightCrosswalk, scaleRoad - 2 * crossroads.heightCrosswalk); // ? ? ?? ? sr.rect(x + 2 * crossroads.heightCrosswalk, Constants.heightWindow / 2 - scaleMarking, x - scaleMarking * 2, scaleMarking); // ? startShortMarking = x + 2 * crossroads.widthShortMarking; while (startShortMarking < Constants.widthWindow) { sr.rect(startShortMarking, Constants.heightWindow / 2 - scaleMarking - step, crossroads.widthShortMarking, scaleMarking); sr.rect(startShortMarking, Constants.heightWindow / 2 - scaleMarking - 2 * step, crossroads.widthShortMarking, scaleMarking); sr.rect(startShortMarking, Constants.heightWindow / 2 - scaleMarking + step, crossroads.widthShortMarking, scaleMarking); sr.rect(startShortMarking, Constants.heightWindow / 2 - scaleMarking + 2 * step, crossroads.widthShortMarking, scaleMarking); startShortMarking += 2 * crossroads.widthShortMarking; } // x = Constants.widthWindow / 2 - scaleRoad + crossroads.heightCrosswalk / 2; y = Constants.heightWindow / 2 + scaleRoad + crossroads.widthCrosswalk / 2; while (x < Constants.widthWindow / 2 + scaleRoad - crossroads.heightCrosswalk) { sr.rect(x, y, crossroads.heightCrosswalk, crossroads.widthCrosswalk); x += 2 * crossroads.heightCrosswalk; } // ?? ?-? x = Constants.widthWindow / 2 - scaleRoad + crossroads.heightCrosswalk / 2; y = Constants.heightWindow / 2 + scaleRoad + crossroads.widthCrosswalk / 2 + crossroads.widthCrosswalk + 2 * crossroads.heightCrosswalk; sr.rect(x, y, scaleRoad - 2 * crossroads.heightCrosswalk, crossroads.heightCrosswalk); // ?? ? ? sr.rect(Constants.widthWindow / 2 - scaleMarking, y + 2 * crossroads.heightCrosswalk, scaleMarking, Constants.heightWindow / 2); // ? startShortMarking = y + 2 * crossroads.widthShortMarking; while (startShortMarking < Constants.heightWindow) { sr.rect(Constants.widthWindow / 2 - scaleMarking - step, startShortMarking, scaleMarking, crossroads.widthShortMarking); sr.rect(Constants.widthWindow / 2 - scaleMarking - 2 * step, startShortMarking, scaleMarking, crossroads.widthShortMarking); sr.rect(Constants.widthWindow / 2 - scaleMarking + step, startShortMarking, scaleMarking, crossroads.widthShortMarking); sr.rect(Constants.widthWindow / 2 - scaleMarking + 2 * step, startShortMarking, scaleMarking, crossroads.widthShortMarking); startShortMarking += 2 * crossroads.widthShortMarking; } // x = Constants.widthWindow / 2 - scaleRoad + crossroads.heightCrosswalk / 2; y = Constants.heightWindow / 2 - scaleRoad - crossroads.widthCrosswalk / 2 - crossroads.widthCrosswalk; while (x < Constants.widthWindow / 2 + scaleRoad - crossroads.heightCrosswalk) { sr.rect(x, y, crossroads.heightCrosswalk, crossroads.widthCrosswalk); x += 2 * crossroads.heightCrosswalk; } // ?? ?-? x = Constants.widthWindow / 2 + crossroads.heightCrosswalk / 2; y = Constants.heightWindow / 2 - scaleRoad - crossroads.widthCrosswalk / 2 - crossroads.widthCrosswalk - 3 * crossroads.heightCrosswalk; sr.rect(x, y, scaleRoad - 2 * crossroads.heightCrosswalk, crossroads.heightCrosswalk); // ?? ? ? sr.rect(Constants.widthWindow / 2 - scaleMarking, 0, scaleMarking, y - crossroads.heightCrosswalk); // ? startShortMarking = y - 2 * crossroads.widthShortMarking; while (startShortMarking > 0) { sr.rect(Constants.widthWindow / 2 - scaleMarking - step, startShortMarking, scaleMarking, crossroads.widthShortMarking); sr.rect(Constants.widthWindow / 2 - scaleMarking - 2 * step, startShortMarking, scaleMarking, crossroads.widthShortMarking); sr.rect(Constants.widthWindow / 2 - scaleMarking + step, startShortMarking, scaleMarking, crossroads.widthShortMarking); sr.rect(Constants.widthWindow / 2 - scaleMarking + 2 * step, startShortMarking, scaleMarking, crossroads.widthShortMarking); startShortMarking -= 2 * crossroads.widthShortMarking; } motion(); // for (Vehicle next : Data.vehicles) { next.performDraw(sr); } // ? tld1.draw(); tld2.draw(); tld3.draw(); tld4.draw(); sr.end(); }
From source file:com.mygdx.game.debugdrawers.NavMeshDebugDrawer.java
License:Apache License
private void drawPathPoints(NavMeshPointPath navMeshPointPath) { shapeRenderer.set(MyShapeRenderer.ShapeType.Line); Vector3 q;/* w w w .j a v a 2s . c o m*/ Vector3 p = navMeshPointPath.getVector(navMeshPointPath.getSize() - 1); shapeRenderer.setColor(Color.WHITE); for (int i = navMeshPointPath.getSize() - 1; i >= 0; i--) { q = navMeshPointPath.getVector(i); shapeRenderer.setColor(Color.CYAN); shapeRenderer.line(p, q); p = q; drawVertex(p, 0.02f, Color.WHITE); } }
From source file:com.mygdx.game.debugdrawers.NavMeshDebugDrawer.java
License:Apache License
public void drawClosestPointDebug(GameCharacter character) { Vector3 position = tmp1;//from www. j a v a 2s . c om Vector3 direction = tmp2; Vector3 closestPoint = tmp3; Vector3 aimPoint = tmp4; float radius = 2; character.getDirection(direction); character.getGroundPosition(position); aimPoint.set(direction).scl(radius).add(position); Triangle closest = navMesh.getClosestValidPointAt(position, direction, radius, closestPoint, character.visibleOnLayers); shapeRenderer.set(MyShapeRenderer.ShapeType.Filled); shapeRenderer.setColor(0, 0, 1, 0.2f); shapeRenderer.triangle(closest.a, closest.b, closest.c); drawVertex(aimPoint, 0.05f, Color.GREEN); drawVertex(closestPoint, 0.05f, Color.WHITE); }
From source file:com.mygdx.game.gameword.GameRenderer.java
public GameRenderer(GameWorld gameWorld) { this.gameWorld = gameWorld; this.batch = new SpriteBatch(); this.wait = new BitmapFont(); this.time = new BitmapFont(); wait.setColor(Color.WHITE); time.setColor(Color.WHITE);/*from ww w. ja v a 2 s . c o m*/ GlyphLayout waitLayout = new GlyphLayout(); waitLayout.setText(wait, "Veuillez appuyer sur n'importe quelle touche pour lancer le jeu !"); waitWidth = waitLayout.width; waitHeight = waitLayout.height; }
From source file:com.mygdx.game.HideAndSeek.HideAndSeekScreen.java
@Override public void render(float delta) { // clear the screen with a dark blue color. The // arguments to glClearColor are the red, green // blue and alpha component in the range [0,1] // of the color to be used to clear the screen. Gdx.gl.glClearColor(0, 0, 0, 1);/* ww w.ja v a2 s. c o m*/ Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // tell the camera to update its matrices. camera.update(); // tell the SpriteBatch to render in the // coordinate system specified by the camera. has.batch.setProjectionMatrix(camera.combined); // begin a new batch and draw the bucket and // all drops if (FOG_OF_WAR) { shapeRenderer.setColor(Color.WHITE); shapeRenderer.begin(ShapeType.Filled); shapeRenderer.circle(seeker.x + seeker.imageWidth / 2, seeker.y + seeker.imageHeight / 2, seeker.SIGHT_RANGE); shapeRenderer.end(); } has.batch.begin(); for (Entity e : hiders) { double distance = Math.sqrt(Math.pow(e.x + e.imageWidth / 2 - seeker.x - seeker.imageWidth / 2, 2) + Math.pow(e.y + e.imageHeight / 2 - seeker.y - seeker.imageHeight / 2, 2)); if (distance + Math.sqrt(e.imageWidth / 2) < seeker.SIGHT_RANGE) { has.batch.draw(e.image, e.x, e.y); } } has.batch.draw(seeker.image, seeker.x, seeker.y); has.batch.end(); seeker.act(delta, has); }
From source file:com.mygdx.game.LoadingGameScreen.java
License:Apache License
@Override public void renderProgress(float delta, float progress) { Gdx.gl.glClearColor(Color.BLACK.r, Color.BLACK.g, Color.BLACK.b, Color.BLACK.a); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); shapeRenderer.setProjectionMatrix(camera.projection); shapeRenderer.setTransformMatrix(camera.view); shapeRenderer.begin(ShapeRenderer.ShapeType.Filled); float x = (GdxDemo3D.WIDTH - PROGRESS_BAR_WIDTH) / 2; float y = (GdxDemo3D.HEIGHT - PROGRESS_BAR_HEIGHT) / 2; float k = 4;//from www. j av a 2 s . c o m shapeRenderer.setColor(Color.WHITE); shapeRenderer.rect(x - k, y - k, PROGRESS_BAR_WIDTH + k * 2, PROGRESS_BAR_HEIGHT + k * 2); shapeRenderer.setColor(Color.BLUE); shapeRenderer.rect(x, y, PROGRESS_BAR_WIDTH * progress, PROGRESS_BAR_HEIGHT); shapeRenderer.end(); }
From source file:com.mygdx.game.screens.GameChooserScreen.java
private void create() { //Create a font BitmapFont font = new BitmapFont(); skin = new Skin(); skin.add("default", font); //Create a texture Pixmap pixmap = new Pixmap((int) Gdx.graphics.getWidth() / 4, (int) Gdx.graphics.getHeight() / 10, Pixmap.Format.RGB888); pixmap.setColor(Color.WHITE); pixmap.fill();//from w w w . j a v a 2 s . com skin.add("background", new Texture(pixmap)); //Create a button style TextButton.TextButtonStyle textButtonStyle = new TextButton.TextButtonStyle(); 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); }