Example usage for com.badlogic.gdx.graphics.g2d SpriteBatch getColor

List of usage examples for com.badlogic.gdx.graphics.g2d SpriteBatch getColor

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics.g2d SpriteBatch getColor.

Prototype

@Override
    public Color getColor() 

Source Link

Usage

From source file:com.minekrash.game.Paint.java

public void drawImageAlpha(SpriteBatch g, Texture _image, float _x, float _y, float _size, float _alpha) {
    g.setColor(g.getColor().r, g.getColor().g, g.getColor().b, _alpha);
    g.draw(_image, _x - ((_image.getWidth() / 2) * ESCALA_METROS), _y,
            (_image.getWidth() * ESCALA_METROS) + _size, (_image.getHeight() * ESCALA_METROS) + _size);
    g.setColor(g.getColor().r, g.getColor().g, g.getColor().b, 1f);
}

From source file:com.minekrash.game.Paint.java

public void drawImageFlip(SpriteBatch g, Texture _image, float _x, float _y, boolean _flipHorizontal,
        boolean _pressing) {
    if (!_pressing) {
        g.setColor(g.getColor().r, g.getColor().g, g.getColor().b, 0.3f);
    } else {//from w w  w . j av a 2s.  c o m
        g.setColor(g.getColor().r, g.getColor().g, g.getColor().b, 1f);
    }
    if (_flipHorizontal) {
        g.draw(_image, _x * ESCALA_METROS, _y * ESCALA_METROS, -_image.getWidth() * ESCALA_METROS,
                _image.getHeight() * ESCALA_METROS);
    } else {
        g.draw(_image, _x * ESCALA_METROS, _y * ESCALA_METROS, _image.getWidth() * ESCALA_METROS,
                _image.getHeight() * ESCALA_METROS);
    }
    g.setColor(g.getColor().r, g.getColor().g, g.getColor().b, 1f);
}

From source file:com.minekrash.game.Paint.java

public void drawBackground(SpriteBatch g, Texture _image, float _alpha) {
    g.setColor(g.getColor().r, g.getColor().g, g.getColor().b, _alpha);
    g.draw(_image, -(_image.getWidth() / 2) * ESCALA_METROS, -(_image.getHeight() / 2) * ESCALA_METROS,
            _image.getWidth() * ESCALA_METROS, _image.getHeight() * ESCALA_METROS);
}

From source file:com.ridiculousRPG.animation.WeatherEffectLayer.java

License:Apache License

/**
 * Draw the effect-layer./*from  w  ww.j  ava2s .c  o m*/
 */
public void draw(SpriteBatch batch, Camera cam, boolean debug) {
    if (flip) {
        batch.setTransformMatrix(compTransMatrix(batch, cam));
    }
    if (fadeAlpha < 1f) {
        Color c = batch.getColor();
        c.a *= fadeAlpha;
        batch.setColor(c);
        fadeAlpha += fadeBy * Gdx.graphics.getDeltaTime();
        if (fadeAlpha > 1f)
            fadeAlpha = 1f;
    }
    // load frequently used variables into registers
    Texture t = tRef.getTexture();
    int tWidth = tRef.getRegionWidth();
    int tHeight = tRef.getRegionHeight();
    float x1 = Math.max(0f, cam.position.x);
    float y1 = Math.max(0f, cam.position.y);
    float x2 = Math.min(width, x1 + cam.viewportWidth);
    float y2 = Math.min(height, y1 + cam.viewportHeight);
    float x3 = x1 - tWidth;
    float y3 = y1 - tHeight;
    float x4 = x2 - tWidth;
    float y4 = y2 - tHeight;

    for (List<Rectangle> row : tileLayer) {
        for (Rectangle clip : row) {
            float x = clip.x;
            float y = clip.y;
            if (x > x3 && y > y3 && x < x2 && y < y2) {
                // texel space origin is upper left corner (unlike screen
                // space)
                int srcX = 0;
                int srcY = 0;
                int srcWidth = tWidth;
                int srcHeight = tHeight;
                if (x < x1) {
                    srcX = (int) (x1 - x + .7f);
                    srcWidth -= srcX;
                    x += srcX;
                }
                if (x > x4) {
                    srcWidth -= x - x4;
                }
                if (y < y1) {
                    srcHeight -= y1 - y;
                    y = y1;
                }
                if (y > y4) {
                    srcY = (int) (y - y4);
                    srcHeight -= srcY;
                    y += y - y4 - srcY;
                }
                batch.draw(t, x, y, srcX, srcY, srcWidth, srcHeight);
            }
        }
    }
    if (flip) {
        batch.setTransformMatrix(batch.getTransformMatrix().idt());
    }
    /*
     * if (debug) { batch.end(); List<Rectangle> rects = new
     * ArrayList<Rectangle>(); for (List<Rectangle> row : tileLayer) for
     * (Rectangle clip : row) rects.add(new Rectangle(clip.x, clip.y,
     * Math.abs(tWidth), Math.abs(tHeight))); DebugHelper.debugRectangle(new
     * Color(1f, 0.67f, 0f, .4f), flip ? compTransMatrix(batch, cam) : null,
     * rects .toArray(new Rectangle[0])); batch.begin(); }
     */
}

From source file:game.objects.Bullet.java

@Override
public void draw(SpriteBatch batch) {
    Color c = batch.getColor();
    if (red)/*from ww w.  ja v  a  2 s  .com*/
        batch.setColor(Color.RED);
    super.draw(batch);
    if (red)
        batch.setColor(c);

}

From source file:kyle.game.besiege.army.Army.java

License:Open Source License

public void drawCrest(SpriteBatch batch) {
    float size_factor = .4f;

    size_factor += .005 * this.party.getTotalSize();

    Color temp = batch.getColor();
    float zoom = getKingdom().getMapScreen().getCamera().zoom;
    zoom *= size_factor;/*from  w ww  .j a  v a2 s . c  om*/

    Color clear_white = new Color();
    clear_white.b = 1;
    clear_white.r = 1;
    clear_white.g = 1;
    clear_white.a = .6f;
    batch.setColor(clear_white);
    batch.draw(this.getFaction().crest, getCenterX() - 14 * zoom, getCenterY() + 5 + 5 * zoom, 30 * zoom,
            45 * zoom);
    batch.setColor(temp);
}

From source file:kyle.game.besiege.location.Location.java

License:Open Source License

public void drawCrest(SpriteBatch batch) {
    float size_factor = 1.4f;

    if ((this.type == LocationType.VILLAGE))
        size_factor = .5f * size_factor;
    if ((this.type == LocationType.CASTLE))
        size_factor = .7f * size_factor;

    Color temp = batch.getColor();
    float zoom = getKingdom().getMapScreen().getCamera().zoom;
    zoom *= size_factor;/*from   w w  w .  j a va 2s.  c  o  m*/

    // TODO do some vector calculations to make this rotate   
    // TODO create a bunch more fonts for smoother scrolling!
    // TODO do this in Kingdom at the end of everything
    // don't draw village names at a certain point.
    if (!(this.type == LocationType.VILLAGE && zoom > 1.5) && !(this.type == LocationType.CASTLE && zoom > 3)) {
        BitmapFont font;

        if (zoom > 7) {
            font = Assets.pixel150;
            zoom = 7;
        } else if (zoom > 5) {
            font = Assets.pixel100;
            zoom = 5;
        } else if (zoom > 4) {
            font = Assets.pixel80;
            zoom = 4;
        } else if (zoom > 3) {
            font = Assets.pixel64;
            zoom = 3;
        }
        // add some fonts here for smoothness
        else if (zoom > 2.5) {
            font = Assets.pixel50;
            zoom = 2.5f;
        } else if (zoom > 2) {
            font = Assets.pixel40;
            zoom = 2f;
        } else if (zoom > 1.5) {
            font = Assets.pixel30;
            zoom = 1.5f;
        } else if (zoom > 1.2) {
            font = Assets.pixel24;
            zoom = 1.2f;
        } else if (zoom > 1) {
            font = Assets.pixel20;
            zoom = 1f;
        } else if (zoom > .75) {
            font = Assets.pixel15;
            zoom = .75f;
        } else {
            font = Assets.pixel12;
            zoom = .6f;
        }

        // draw crest
        Color clear_white = new Color();
        clear_white.b = 1;
        clear_white.r = 1;
        clear_white.g = 1;
        clear_white.a = .6f;
        batch.setColor(clear_white);
        batch.draw(this.getFaction().crest, getCenterX() - 14 * zoom, getCenterY() + 5 + 5 * zoom, 30 * zoom,
                45 * zoom);
        batch.setColor(temp);

        //         // draw text
        //         font.setColor(clear_white);
        //         String toDraw = getName();
        //         font.draw(batch, toDraw, getX() - (int) (4.3*toDraw.length())*zoom, getY()-5-5*zoom);
    }
}

From source file:kyle.game.besiege.location.Location.java

License:Open Source License

public void drawText(SpriteBatch batch) {
    float size_factor = 1.4f;

    if ((this.type == LocationType.VILLAGE))
        size_factor = .5f * size_factor;
    if ((this.type == LocationType.CASTLE))
        size_factor = .7f * size_factor;

    Color temp = batch.getColor();
    float zoom = getKingdom().getMapScreen().getCamera().zoom;
    zoom *= size_factor;/*  w  w  w. j a v a2s .  co m*/

    // TODO do some vector calculations to make this rotate   
    // TODO create a bunch more fonts for smoother scrolling!
    // TODO do this in Kingdom at the end of everything
    // don't draw village names at a certain point.
    if (!(this.type == LocationType.VILLAGE && zoom > 1.5) && !(this.type == LocationType.CASTLE && zoom > 3)) {
        BitmapFont font;

        if (zoom > 7) {
            font = Assets.pixel150;
            zoom = 7;
        } else if (zoom > 5) {
            font = Assets.pixel100;
            zoom = 5;
        } else if (zoom > 4) {
            font = Assets.pixel80;
            zoom = 4;
        } else if (zoom > 3) {
            font = Assets.pixel64;
            zoom = 3;
        }
        // add some fonts here for smoothness
        else if (zoom > 2.5) {
            font = Assets.pixel50;
            zoom = 2.5f;
        } else if (zoom > 2) {
            font = Assets.pixel40;
            zoom = 2f;
        } else if (zoom > 1.5) {
            font = Assets.pixel30;
            zoom = 1.5f;
        } else if (zoom > 1.2) {
            font = Assets.pixel24;
            zoom = 1.2f;
        } else if (zoom > 1) {
            font = Assets.pixel20;
            zoom = 1f;
        } else if (zoom > .75) {
            font = Assets.pixel15;
            zoom = .75f;
        } else {
            font = Assets.pixel12;
            zoom = .6f;
        }
        String toDraw = getName();

        Matrix4 mx4Font = new Matrix4();
        mx4Font.trn((getX() - (int) (4.3 * toDraw.length()) * zoom), (getY() - 5 - 5 * zoom), 0);
        mx4Font.setToRotation(new Vector3(0, 0, 1), getKingdom().getMapScreen().getRotation());
        Matrix4 tempMatrix = batch.getTransformMatrix();
        batch.setTransformMatrix(mx4Font);

        //         // draw crest
        Color clear_white = new Color();
        clear_white.b = 1;
        clear_white.r = 1;
        clear_white.g = 1;
        clear_white.a = .8f;
        //         batch.setColor(clear_white);
        //         batch.draw(this.getFaction().crest, getCenterX() - 14*zoom, getCenterY() + 13, 30*zoom, 45*zoom);
        //         batch.setColor(temp);

        // draw text
        font.setColor(clear_white);
        font.draw(batch, toDraw, getX() - (int) (4.3 * toDraw.length()) * zoom, getY() - 5 - 5 * zoom);

        batch.setTransformMatrix(tempMatrix);
    }
}

From source file:org.bladecoder.bladeengine.util.RectangleRenderer.java

License:Apache License

public static void draw(SpriteBatch batch, float posX, float posY, float width, float height, Color color) {

    if (texture == null)
        texture = makePixel();/*from ww w. ja  va2 s  . co  m*/

    Color tmp = batch.getColor();
    batch.setColor(color);
    batch.draw(texture, posX, posY, 0, 0, width, height, 1, 1, 0, 0, 0, 1, 1, false, false);

    batch.setColor(tmp);
}