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

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

Introduction

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

Prototype

Color WHITE

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Usage

From source file:io.piotrjastrzebski.sfg.game.objects.Pickup.java

License:Open Source License

public Pickup() {
    this.config = Locator.getConfig().getCurrentConfig();
    this.world = Locator.getWorld();
    transform = new Transform();

    pointLight = new PointLight(Locator.getRayHandler(), 12, Color.WHITE, 4, -100, -100);
    pointLight.setXray(true);//from   ww w  .  ja va  2  s .c o m
    // create bodies
    BodyDef obstacleBodyDef = new BodyDef();
    obstacleBodyDef.type = BodyType.DynamicBody;
    // y position at the top of bottom tiles
    // +3 for the ground and radius
    body = world.createBody(obstacleBodyDef);

    CircleShape circle = new CircleShape();
    circle.setRadius(1f);

    // Create a fixture definition to apply our shape to
    FixtureDef fixtureDef = new FixtureDef();
    fixtureDef.shape = circle;
    fixtureDef.filter.categoryBits = Collision.PICKUP;
    fixtureDef.filter.maskBits = Collision.MASK_PICKUP;
    // Create our fixture and attach it to the body
    f = body.createFixture(fixtureDef);
    body.setUserData(this);
    body.setGravityScale(0);

    final Assets assets = Locator.getAssets();
    final SkeletonData skeletonData = assets.getSkeletonData(Assets.Animations.PICKUP);
    pickupSkeleton = new Skeleton(skeletonData);
    idleAnim = skeletonData.findAnimation("idle");
    pickupAnim = skeletonData.findAnimation("pickup");
    idleEmptyAnim = skeletonData.findAnimation("idle_empty");

    final AnimationStateData stateData = assets.getAnimationStateData(Assets.Animations.PICKUP);
    stateData.setMix(pickupAnim, idleEmptyAnim, 1);
    pickupAnimState = new AnimationState(stateData);
    body.setActive(false);
}

From source file:io.piotrjastrzebski.sfg.game.objects.Player.java

License:Open Source License

/**
* Initialize a player, it is represented as a ball in box2d world
 *//*from   www. j a  va2  s  . c o  m*/
public Player() {
    this.cfg = Locator.getConfig().getCurrentConfig();
    transform = new Transform();

    pointLight = new PointLight(Locator.getRayHandler(), 8, Color.WHITE, 3, 0, 0);
    pointLight.setColor(1, 0.8f, 0.3f, 1);
    // this light is not blocked as its ambient to the character
    pointLight.setXray(true);

    coneLight = new ConeLight(Locator.getRayHandler(), 16, Color.WHITE, 16, 0, 0, 0, 20);
    coneLight.setColor(1, 0.8f, 0.3f, 1);

    // cache values that are needed each frame, calls are expensive
    DASH_TIME = cfg.getPlayerDashTime().value();
    FLY_SPEED = cfg.getPlayerFlySpeed().value();
    FLY_MAX_SPEED = cfg.getPlayerFlyMaxSpeed().value();
    FLY_IMPULSE = cfg.getPlayerFlyImpulse().value();
    DASH_IMPULSE = cfg.getPlayerDashImpulse().value();

    JUMP_DELAY = cfg.getPlayerJumpDelay().value();
    JUMP_IMPULSE = cfg.getPlayerJumpImpulse().value();
    DASH_DELAY = cfg.getPlayerDashDelay().value();
    INIT_LIVES = cfg.getPlayerInitLives().value();
    INIT_SHIELDS = cfg.getPlayerInitShields().value();

    SCALE = cfg.getPlayerScale().value();

    BodyDef bodyDef = new BodyDef();
    bodyDef.type = BodyType.DynamicBody;
    bodyDef.fixedRotation = true;

    body = Locator.getWorld().createBody(bodyDef);
    CircleShape circle = new CircleShape();
    circle.setRadius(0.6f * SCALE);

    FixtureDef fixtureDef = new FixtureDef();
    fixtureDef.shape = circle;
    fixtureDef.density = 0.5f;
    fixtureDef.friction = 0.0f;
    fixtureDef.restitution = 0.0f;
    fixtureDef.filter.categoryBits = Collision.PLAYER;
    fixtureDef.filter.maskBits = Collision.MASK_PLAYER;

    body.createFixture(fixtureDef);
    body.setUserData(this);
    body.setLinearDamping(cfg.getPlayerLinearDampening().value());
    // mass is used for various impulse strength calculation
    mass = body.getMass();
    circle.dispose();

    animation = new PlayerAnimation(SCALE);
    ragDoll = new PlayerRagDoll(animation.getSkeleton(), SCALE);
    parachute = new Parachute();
}

From source file:io.piotrjastrzebski.sfg.game.objects.Rocket.java

License:Open Source License

public Rocket() {
    this.world = Locator.getWorld();
    transform = new Transform();
    rocketSprite = Locator.getAssets().getScaledSprite("rocket");
    HALF_WIDTH = rocketSprite.getWidth() * 0.5f;
    rocketSprite.setOrigin(HALF_WIDTH, 0);
    coneLight = new ConeLight(Locator.getRayHandler(), 3, Color.WHITE, 5, -100, -100, 90, 15);
    coneLight.setColor(1, 0.5f, 0.3f, 1);
    coneLight.setSoft(false);/*from   w ww.jav a 2 s  .c o m*/
    coneLight.setXray(true);

    BodyDef bodyDef = new BodyDef();
    bodyDef.type = BodyType.DynamicBody;
    bodyDef.position.set(-10, -100);

    body = world.createBody(bodyDef);
    CircleShape circle = new CircleShape();
    circle.setRadius(0.1f);

    FixtureDef fixtureDef = new FixtureDef();
    fixtureDef.shape = circle;
    fixtureDef.density = 1f;
    fixtureDef.friction = 0.1f;
    fixtureDef.restitution = 0.1f;
    fixtureDef.isSensor = true;

    body.createFixture(fixtureDef);
    body.setUserData(this);
    body.setBullet(true);
    circle.dispose();
}

From source file:io.piotrjastrzebski.sfg.screen.SkinSelectScreen.java

License:Open Source License

private void refreshUI() {
    contTable.clearChildren();//from  w w w .  j a v a2 s .co m
    skinLabels.clear();
    skinTables.clear();

    PlayerStats.Skin current = playerStats.getPlayerSkin();

    final Array<PlayerStats.Skin> skins = playerStats.getSkins();
    int size = skins.size;
    // dont show last skin on non android
    if (!(Gdx.app.getType() == Application.ApplicationType.Android)) {
        size -= 1;
    }
    for (int i = 0; i < size; i++) {
        final PlayerStats.Skin skin = skins.get(i);
        final Table skinTable = createSkinItem(skin);
        final Label skinLabel = skinLabels.get(i);
        if (current.id == skin.id)
            skinTable.setBackground(select);
        skinTables.add(skinTable);
        skinTable.addListener(new ClickListener() {
            @Override
            public void clicked(InputEvent event, float x, float y) {
                if (skin.isUnlocked()) {
                    if (skinTable.getBackground() == empty) {
                        clearSelect();
                        skinTable.setBackground(select);
                        playerStats.setPlayerSkin(skin);
                    } else {
                        skinTable.setBackground(empty);
                        playerStats.setDefaultPlayerSkin();
                        selectDefault();
                    }
                    skinLabel.clearActions();
                    skinLabel.addAction(
                            Actions.sequence(Actions.color(assets.getSkin().getColor("toxic"), 0.33f),
                                    Actions.color(Color.WHITE, 0.33f)));
                    contTable.invalidateHierarchy();
                } else {
                    if (skin.id == PlayerStats.SKIN_RUBY) {
                        playerStats.buyPremium();
                    } else {
                        skinLabel.clearActions();
                        skinLabel.addAction(Actions.sequence(Actions.color(Color.RED, 0.25f),
                                Actions.color(Color.WHITE, 0.25f)));
                    }
                }
                playButtonPressSound();
            }
        });
        contTable.add(skinTable).expandX().fillX();
        contTable.row();
    }
}

From source file:it.alcacoop.backgammon.actors.Board.java

License:Open Source License

public Board() {

    jp = new JSONProperties(Gdx.files.internal("data/" + GnuBackgammon.Instance.getResName() + "/pos.json"));
    _board = new int[2][25];

    moves = new Stack<Move>();
    playedMoves = new Stack<Move>();
    availableMoves = new AvailableMoves(this);
    checkers = new Checker[2][15]; // [0]=WHITE [1]=BLACK

    board = new BoardImage(0, 0);

    TextureRegion r1 = GnuBackgammon.atlas.findRegion("boardbg");
    boardbg = new Image(r1);
    boardbg.setX(0);/*from  w w w.  j a  v  a  2  s .  c o  m*/
    boardbg.setY(0);
    addActor(boardbg);

    pos = new Vector2[25];
    for (int i = 0; i < 24; i++) {
        pos[i] = new Vector2();
        pos[i].x = board.getX() + GnuBackgammon.Instance.jp.asFloat("pos" + i, 0)
                + GnuBackgammon.Instance.jp.asFloat("pos", 0) / 2;
        if (i < 12)
            pos[i].y = board.getY() + GnuBackgammon.Instance.jp.asFloat("down", 0);
        else
            pos[i].y = board.getY() + GnuBackgammon.Instance.jp.asFloat("up", 0);
    }
    pos[24] = new Vector2(); // HITTED
    pos[24].x = board.getX() + GnuBackgammon.Instance.jp.asFloat("pos24", 0)
            + GnuBackgammon.Instance.jp.asFloat("pos", 0);
    pos[24].y = board.getY();

    for (int i = 0; i < 15; i++) {
        checkers[0][i] = new Checker(this, 0); // BLACK
        checkers[1][i] = new Checker(this, 1); // WHITE
    }

    points = new Points(this);
    addActor(points);
    addActor(board);

    for (int i = 0; i < 15; i++) {
        addActor(checkers[0][i]);
        addActor(checkers[1][i]);
    }

    dices = new Dices(this);
    addActor(dices);

    thinking = new Label("... Thinking ...", GnuBackgammon.skin);
    thinking.setX(getX() + (boardbg.getWidth() - thinking.getWidth()) / 2);
    thinking.setY(getY() + (boardbg.getHeight() - thinking.getHeight()) / 2);
    thinking.addAction(Actions.forever(Actions.sequence(Actions.alpha(0.7f, 0.4f), Actions.alpha(1, 0.5f))));
    thinking.setVisible(false);
    addActor(thinking);

    waiting = new Label("... Wait ...", GnuBackgammon.skin);
    waiting.setX(getX() + (boardbg.getWidth() - waiting.getWidth()) / 2);
    waiting.setY(getY() + (boardbg.getHeight() - waiting.getHeight()) / 2);
    waiting.addAction(Actions.forever(Actions.sequence(Actions.alpha(0.7f, 0.4f), Actions.alpha(1, 0.5f))));
    waiting.setVisible(false);
    addActor(waiting);

    larrow = new Image(GnuBackgammon.atlas.findRegion("larrow"));
    rarrow = new Image(GnuBackgammon.atlas.findRegion("rarrow"));
    larrow.setVisible(false);
    rarrow.setVisible(false);
    addActor(larrow);
    addActor(rarrow);

    TextButtonStyle ts = GnuBackgammon.skin.get("button", TextButtonStyle.class);
    rollBtn = new TextButton("Roll", ts);
    rollBtn.addListener(new ClickListener() {
        @Override
        public void clicked(InputEvent event, float x, float y) {
            Board.this.rollBtn.remove();
            Board.this.doubleBtn.remove();
            if (MatchState.matchType < 2)
                if (!GnuBackgammon.Instance.optionPrefs.getString("DICESG", "MER-TWS").equals("Manual")) {
                    Board.this.rollDices();
                } else {
                    UIDialog.getDicesDialog(false);
                }
            else
                GnuBackgammon.fsm.processEvent(Events.ROLL_DICE, null);
        }
    });
    rollBtn.setWidth(boardbg.getWidth() / 5);
    rollBtn.setHeight(boardbg.getHeight() / 9);
    rollBtn.setX(board.getX() + GnuBackgammon.Instance.jp.asFloat("dice0", 0) - rollBtn.getWidth() / 2);
    rollBtn.setY(board.getY() + boardbg.getHeight() / 2 - rollBtn.getHeight() / 2);

    doubleBtn = new TextButton("Double", ts);
    doubleBtn.addListener(new ClickListener() {
        @Override
        public void clicked(InputEvent event, float x, float y) {
            Board.this.doubleBtn.remove();
            if (GnuBackgammon.fsm instanceof GameFSM)
                GnuBackgammon.fsm.state(GameFSM.States.DIALOG_HANDLER);
            else if (GnuBackgammon.fsm instanceof GServiceFSM)
                GnuBackgammon.fsm.state(GServiceFSM.States.DIALOG_HANDLER);
            GnuBackgammon.fsm.processEvent(Events.DOUBLE_REQUEST, null);
        }
    });
    doubleBtn.setWidth(boardbg.getWidth() / 5);
    doubleBtn.setHeight(boardbg.getHeight() / 9);
    doubleBtn.setX(board.getX() + jp.asFloat("dice1", 0) - doubleBtn.getWidth() / 2);
    doubleBtn.setY(board.getY() + boardbg.getHeight() / 2 - doubleBtn.getHeight() / 2);

    doublingCube = new DoublingCube(this);
    addActor(doublingCube);

    ns = new Label[24];
    BitmapFont f = GnuBackgammon.skin.getFont("alternate-font");
    f.getRegion().getTexture().setFilter(TextureFilter.Linear, TextureFilter.Linear);
    LabelStyle stl = new LabelStyle(f, Color.WHITE);
    for (int i = 0; i < 24; i++)
        ns[i] = new Label((i + 1) + "", stl);
}

From source file:it.alcacoop.backgammon.actors.Checker.java

License:Open Source License

public Checker(Board _board, int _color) {
    super();//  www  .  j a  va2  s  .c o  m

    boardX = boardY = 0;
    color = _color;
    board = _board;

    TextureRegion region;

    if (color == 1) {//WHITE
        region = GnuBackgammon.atlas.findRegion("cw");
        LabelStyle styleBlack = new LabelStyle(GnuBackgammon.font, Color.BLACK);
        label = new Label("1", styleBlack);
        label.setColor(0, 0, 0, 1);
    } else {
        region = GnuBackgammon.atlas.findRegion("cb");
        LabelStyle styleWhite = new LabelStyle(GnuBackgammon.font, Color.WHITE);
        label = new Label("1", styleWhite);
        label.setColor(1, 1, 1, 1);
    }

    dr = new TextureRegionDrawable(region);
    img = new Image(dr);

    region = GnuBackgammon.atlas.findRegion("ch");
    imgh = new Image(region);
    imgh.setScaling(Scaling.none);
    imgh.addAction(Actions.forever(Actions.sequence(Actions.fadeIn(0.4f), Actions.fadeOut(0.2f))));

    addActor(img);
    addActor(label);
    addActor(imgh);
    label.setText("");
    label.setWrap(false);
    label.setAlignment(Align.bottom | Align.center);
}

From source file:jordanlw.gdxGame.Game.java

License:Open Source License

public void render() {
    Vector2 bulletVector = new Vector2();
    Vector2 relativeMousePosition = new Vector2();
    Vector2 distanceToMouse = new Vector2();
    Boolean gunFiredThisFrame = false;
    float delta = Gdx.graphics.getDeltaTime();
    movementThisFrame = false;//from w ww  .  j  a  va  2s  .co m

    Gdx.gl.glClearColor(0, 0, 0, 0);
    Gdx.gl.glClear(0);
    handleEnemyWaves();

    //Handle player wanting to pause
    if (Gdx.input.isKeyJustPressed(Input.Keys.P)) {
        if (gamePaused) {
            if (!isGameCreated) {
                setupGame();
            }
            gamePaused = false;
            aMusicLibrary.backgroundMusic.play();
        } else {
            gamePaused = true;
            aMusicLibrary.backgroundMusic.pause();
        }
    }

    //Does the user want multiplayer?
    if (Gdx.input.isKeyJustPressed(Input.Keys.M)) {
        NetworkSetup.getTextInput("Multiplayer Network Address");
    }

    if (Gdx.input.isKeyJustPressed(Input.Keys.H)) {
        NetworkSetup.getAnswer("Host Multiplayer?");
    }

    if (!gamePaused) {
        totalTime += delta;
        for (Player player : players) {
            player.secondsDamaged -= delta;
        }
        //Update player rotation wrt mouse position
        getLocalPlayer().rotation = (float) Mouse
                .angleBetween(getLocalPlayer().position.getPosition(new Vector2()));

        Zombie.zombeGroanSoundTimer += delta;
        if (Zombie.zombeGroanSoundTimer > 6f) {
            int index = (int) (Math.random() * (aMusicLibrary.zombieSounds.length - 1));
            aMusicLibrary.zombieSounds[index].setVolume(aMusicLibrary.zombieSounds[index].play(),
                    0.5f * volume);
            Zombie.zombeGroanSoundTimer = 0;
        }

        handleInput(relativeMousePosition, mousePressedPosition, distanceToMouse, bulletVector);

        //Anything serverside eg. enemy movement, medkit respawning.
        if (isServer) {
            if (!aMusicLibrary.backgroundMusic.isPlaying()) {
                for (Player player : players) {
                    player.health = 0;
                }
            }
            for (Player player : players) {
                medkit.time += delta;
                if (medkit.time > Medkit.SECS_TILL_DISAPPEAR && medkit.health <= 0) {
                    medkit.health = Medkit.healthGiven;
                    medkit.position.setPosition((float) (camera.viewportWidth * Math.random()),
                            (float) (camera.viewportHeight * Math.random()));
                } else if (medkit.time >= Medkit.SECS_TILL_DISAPPEAR
                        && player.position.overlaps(medkit.position)) {
                    player.health += medkit.health;
                    medkit.health = 0;
                    medkit.time = 0;
                    aMusicLibrary.medkitSound.play(0.3f * volume);
                    if (player.health > 100) {
                        player.health = 100;
                    }
                }

                for (Zombie enemy : enemies) {
                    if (enemy.health <= 0) {
                        continue;
                    }
                    enemy.secondsDamaged -= delta;

                    Vector2 vecPlayer = new Vector2();
                    Vector2 vecEnemy = new Vector2();
                    enemy.position.getPosition(vecEnemy);
                    player.position.getPosition(vecPlayer);

                    Vector2 tmpEnemy = new Vector2(
                            vecPlayer.sub(vecEnemy).nor().scl(delta * enemy.walkingSpeed));
                    if (player.position.getPosition(new Vector2())
                            .dst(enemy.position.getPosition(new Vector2())) < 300) {
                        tmpEnemy.rotate(enemy.swarmAngle);
                    }

                    enemy.rotation = tmpEnemy.angle();
                    tmpEnemy.add(enemy.position.x, enemy.position.y);
                    enemy.position.setPosition(tmpEnemy);
                }
            }
        }
        //Respond to player pressing mouse button
        if (mousePressedPosition.x != -1 && mousePressedPosition.y != -1 && getLocalPlayer().health > 0) {
            //Gun sound for player
            if (totalTime > timeGunSound) {
                timeGunSound = totalTime + 0.5f;
                aMusicLibrary.gunSound.play(0.25f * volume);
                //aMusicLibrary.gunSound.setPitch(soundId, 1 + (long) (0.3f * Math.random()));
                gunFiredThisFrame = true;
                shootingTime = torsoAnimLength;
                Collections.sort(enemies, new ZombieDistance());
                for (Zombie enemy : enemies) {
                    if (enemy.health <= 0) {
                        continue;
                    }

                    Vector2 vecPlayer = new Vector2();
                    getLocalPlayer().position.getCenter(vecPlayer);

                    float angle = (float) Mouse.angleBetween(vecPlayer);
                    Vector2 vecAngle = new Vector2(vecPlayer);
                    Vector2 tmp = new Vector2(1, 1);
                    tmp.setAngle(angle).nor().scl(98765);
                    vecAngle.add(tmp);

                    if (Intersector.intersectSegmentCircle(vecPlayer, vecAngle,
                            enemy.position.getCenter(new Vector2()),
                            (enemy.position.width / 2) * (enemy.position.width / 2))) {
                        enemy.secondsDamaged = 0.5f;
                        enemy.health -= 35;
                        if (enemy.health <= 0) {
                            gold.saveEnemy(currentWave, enemies.indexOf(enemy));
                        }
                        break;
                    }
                }
            }
        }
    }
    camera.update();
    batch.setProjectionMatrix(camera.combined);
    batch.begin();
    batch.setColor(Color.WHITE);
    for (int width = 0; width < windowSize.x; width += backgroundTexture.getWidth()) {
        for (int height = 0; height < windowSize.y; height += backgroundTexture.getHeight()) {
            batch.draw(backgroundTexture, width, height);
        }
    }
    medkit.draw(batch);
    gold.draw(batch);

    //Draw enemies
    for (Zombie enemy : enemies) {
        enemy.draw(batch, totalTime);
    }
    batch.setColor(Color.WHITE);

    for (Player player : players) {
        player.draw(batch, totalTime, delta);
    }

    if (getLocalPlayer().health <= 0) {
        batch.draw(gameOverTexture, camera.viewportWidth / 2 - gameOverTexture.getWidth() / 2,
                camera.viewportHeight / 2 - gameOverTexture.getHeight() / 2);
    } else if (gamePaused) {
        batch.draw(gameStartTexture, camera.viewportWidth / 2 - gameStartTexture.getWidth() / 2,
                camera.viewportHeight / 2 - gameStartTexture.getHeight() / 2);
    }

    batch.setColor(Color.YELLOW);
    if (gunFiredThisFrame) {
        //noinspection SuspiciousNameCombination
        batch.draw(singlePixel, getLocalPlayer().position.x, getLocalPlayer().position.y, 0, 0, 1, 1, 1,
                distanceToMouse.x, 180 + (float) Math.toDegrees(
                        Math.atan2((double) relativeMousePosition.x, (double) relativeMousePosition.y)));

    }
    batch.end();

    isLeftMousePressedThisFrame = false;
    mousePressedPosition.set(-1, -1);
}

From source file:jordanlw.gdxGame.Player.java

License:Open Source License

public void draw(SpriteBatch batch, float totalTime, float delta) {
    if (isSelf) {
        batch.setColor(Color.WHITE);
    } else {// w  ww  .j  av a  2s.  c o m
        batch.setColor(Color.GRAY);
    }
    float keyFrame = 0;
    if (Game.movementThisFrame) {
        keyFrame = totalTime;
    }
    batch.draw(Game.legsAnim.getKeyFrame(keyFrame),
            this.position.x - (Game.legsAnim.getKeyFrame(keyFrame).getRegionWidth() / 2),
            this.position.y - (Game.legsAnim.getKeyFrame(keyFrame).getRegionHeight() / 2),
            Game.legsAnim.getKeyFrame(keyFrame).getRegionWidth() / 2,
            Game.legsAnim.getKeyFrame(keyFrame).getRegionHeight() / 2,
            Game.legsAnim.getKeyFrame(keyFrame).getRegionWidth(),
            Game.legsAnim.getKeyFrame(keyFrame).getRegionHeight(), 1, 1, this.rotation + 90);
    keyFrame = 0;
    if (Game.shootingTime > 0) {
        Game.shootingTime -= delta;
        keyFrame = totalTime;
    }
    batch.draw(Game.torsoAnim.getKeyFrame(keyFrame), this.position.x - 16, this.position.y - 51, 16, 51,
            Game.torsoAnim.getKeyFrame(keyFrame).getRegionWidth(),
            Game.torsoAnim.getKeyFrame(keyFrame).getRegionHeight(), 1, 1, this.rotation + 90);
}

From source file:jordanlw.gdxGame.Zombie.java

License:Open Source License

public void draw(SpriteBatch batch, float stateTime) {
    if (this.secondsDamaged > 0f) {
        batch.setColor(Color.RED);
    } else {/*ww  w.j a  v a 2  s . co m*/
        batch.setColor(Color.WHITE);
    }
    if (this.health <= 0) {
        return;
    }
    batch.draw(anim.getKeyFrame(stateTime),
            this.position.x - (anim.getKeyFrame(stateTime).getRegionWidth() / 2),
            this.position.y - (anim.getKeyFrame(stateTime).getRegionHeight() / 2),
            anim.getKeyFrame(stateTime).getRegionWidth() / 2, anim.getKeyFrame(stateTime).getRegionHeight() / 2,
            anim.getKeyFrame(stateTime).getRegionWidth(), anim.getKeyFrame(stateTime).getRegionHeight(), 1, 1,
            this.rotation + 90);
    /*
    if (this.secondsDamaged > 0) {
    batch.draw(flame.getKeyFrame(stateTime), position.x - (anim.getKeyFrame(0).getRegionWidth()/2), position.y - (anim.getKeyFrame(0).getRegionHeight()/2));
    }
    */
}

From source file:kyle.game.besiege.Kingdom.java

License:Open Source License

@Override
public void draw(SpriteBatch batch, float parentAlpha) {
    //batch.setColor(Color.WHITE);
    if (night)/*from w w  w  . j a  va 2 s .  co  m*/
        targetDarkness = NIGHT_FLOAT;
    else
        targetDarkness = 1f;
    if (currentDarkness != targetDarkness)
        adjustDarkness();
    batch.setColor(currentDarkness, currentDarkness, currentDarkness, 1f);

    map.draw(batch, parentAlpha);

    // leak is not here
    super.draw(batch, parentAlpha);
    arial.setColor(Color.WHITE);
    arial.setScale(2 * (mapScreen.getCamera().zoom));

    if (drawCrests) {
        for (City c : cities)
            c.drawCrest(batch);
        for (Village v : villages)
            v.drawCrest(batch);
        for (Castle c : castles)
            c.drawCrest(batch);
    }
    if (drawArmyCrests)
        for (Army a : armies)
            a.drawCrest(batch);
    for (City c : cities)
        c.drawText(batch);
    for (Village v : villages)
        v.drawText(batch);
    for (Castle c : castles)
        c.drawText(batch);
}