Example usage for com.badlogic.gdx.graphics.g2d TextureRegion isFlipY

List of usage examples for com.badlogic.gdx.graphics.g2d TextureRegion isFlipY

Introduction

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

Prototype

public boolean isFlipY() 

Source Link

Usage

From source file:cmnworks.com.angrybee.Obstacles.java

License:Open Source License

public void draw(AngryBee parent) {
    TextureRegion targetRegion = new TextureRegion();
    boolean hadIntersection = false;
    for (Obstacle island : this.islands) {
        if (!parent.Game.isOver()) {
            this.positionPolygon(island.position.x, island.position.y);
        }//  w  w  w  .  ja  v a  2  s . c  o  m
        if (hadIntersection = this.isIntersectionOccur(parent, this.polygon, parent.Actor.polygon))
            targetRegion = island.image;
        if (parent.Game.isOver()) {
            /* intersection effect */
            if (!this.intersectionEffect) {
                if (hadIntersection)
                    parent.Sound.intersection.play();
                parent.Music.running.stop();
                parent.Music.gameOver.play();
                if (!parent.Actor.isScreenOut(parent) && hadIntersection) {
                    island.image = new TextureRegion(targetRegion);
                    island.image.setRegion(new Texture(this.setTextureIntersection));
                    if (targetRegion.isFlipY())
                        island.image.flip(false, true);
                }
                this.intersectionEffect = true;
            }
            ++this.getGameOverMSHold;
        }
        float x = parent.Game.isRunning() ? island.position.x -= 3 : island.position.x;
        parent.batch.draw(island.image, x, island.position.y);
    }
}

From source file:com.codamasters.LNHelpers.AnimatedSprite.java

License:Apache License

/** flips all frames from {@code startTime} to {@code endTime}
 *  @param startTime the animation state time of the first frame to flip
 *  @param endTime the animation state time of the last frame to flip
 *  @param set if the frames should be set to {@code flipX} and {@code flipY} instead of actually flipping them */
public void flipFrames(float startTime, float endTime, boolean flipX, boolean flipY, boolean set) {
    for (float t = startTime; t < endTime; t += animation.getFrameDuration()) {
        TextureRegion frame = animation.getKeyFrame(t);
        frame.flip(flipX && (set ? !frame.isFlipX() : true), flipY && (set ? !frame.isFlipY() : true));
    }/*from  ww  w.  java 2s  .  com*/
}

From source file:com.github.fauu.helix.graphics.AnimatedDecal.java

License:Apache License

@Override
public void flipFrames(float startTime, float endTime, boolean flipX, boolean flipY, boolean set) {
    Animation animation = getAnimated();

    for (float t = startTime; t < endTime; t += animation.getFrameDuration()) {
        TextureRegion frame = animation.getKeyFrame(t);
        frame.flip(flipX && (!set || !frame.isFlipX()), flipY && (!set || !frame.isFlipY()));
    }//  w w w  . j a v  a 2 s  . c o  m
}

From source file:com.me.cyberPunkJam.AnimatedSprite.java

License:Apache License

/** flips all frames from {@code startTime} to {@code endTime}
 *  @param startTime the animation state time of the first frame to flip
 *  @param endTime the animation state time of the last frame to flip
 *  @param set if the frames should be set to {@code flipX} and {@code flipY} instead of actually flipping them */
public void flipFrames(float startTime, float endTime, boolean flipX, boolean flipY, boolean set) {
    for (float t = startTime; t < endTime; t += animation.frameDuration) {
        TextureRegion frame = animation.getKeyFrame(t);
        frame.flip(flipX && (set ? !frame.isFlipX() : true), flipY && (set ? !frame.isFlipY() : true));
    }/* www  .ja  v a 2s . co  m*/
}

From source file:com.stercore.code.net.dermetfan.utils.libgdx.graphics.AnimatedSprite.java

License:Apache License

/** flips all frames from {@code startTime} to {@code endTime}
 *  @param startTime the animation state time of the first frame to flip
 *  @param endTime the animation state time of the last frame to flip
 *  @param set if the frames should be set to {@code flipX} and {@code flipY} instead of actually flipping them */
public void flipFrames(float startTime, float endTime, boolean flipX, boolean flipY, boolean set) {
    for (float t = startTime; t < endTime; t += animation.getFrameDuration()) {
        TextureRegion frame = animation.getKeyFrame(t);
        frame.flip(set ? flipX && !frame.isFlipX() : flipX, set ? flipY && !frame.isFlipY() : flipY);
    }//from w  ww .  j  a  va2s .c  o  m
}

From source file:entityy.AnimatedSprite.java

License:Apache License

/** flips all frames from {@code startTime} to {@code endTime}
 *  @param startTime the animation state time of the first frame to flip
 *  @param endTime the animation state time of the last frame to flip
 *  @param set if the frames should be set to {@code flipX} and {@code flipY} instead of actually flipping them */
public void flipFrames(float startTime, float endTime, boolean flipX, boolean flipY, boolean set) {
    for (float t = startTime; t < endTime; t += animation.getFrameDuration()) {
        TextureRegion frame = (TextureRegion) animation.getKeyFrame(t);
        frame.flip(flipX && (set ? !frame.isFlipX() : true), flipY && (set ? !frame.isFlipY() : true));
    }// www. j a  v a 2 s. c o  m
}

From source file:es.eucm.ead.engine.systems.effects.transitions.Slice.java

License:Open Source License

@Override
public void render(Batch batch, TextureRegion currScreen, Region currScreenRegion, TextureRegion nextScreen,
        Region nextScreenRegion, float completion) {
    batch.draw(currScreen, currScreenRegion.x, currScreenRegion.y, currScreenRegion.w, currScreenRegion.h);
    float w = nextScreenRegion.w;
    float h = nextScreenRegion.h;
    float x = nextScreenRegion.x;
    float y = nextScreenRegion.y;
    int numSlices = sliceIndex.size;

    Texture nextTex = nextScreen.getTexture();
    completion = easing.apply(completion);

    if (horizontal) {

        int sliceTexelHeight = nextTex.getHeight() / numSlices;
        float sliceHeight = h * ((float) sliceTexelHeight / nextTex.getHeight());
        float yOverflow = h - numSlices * sliceHeight;
        for (int i = 0; i < numSlices; ++i) {
            // current slice/column
            int offsetIdx;
            float offsetY;
            boolean flipY;
            if (nextScreen.isFlipY()) {
                flipY = true;/* w  ww.jav a2 s . co m*/
                offsetIdx = i;
                offsetY = 0;
            } else {
                flipY = false;
                offsetIdx = numSlices - i - 1;
                offsetY = yOverflow;
            }
            y = offsetIdx * sliceHeight + nextScreenRegion.y + offsetY;
            // horizontal displacement using randomized
            // list of slice indices
            float offsetX = w * (1 + sliceIndex.get(i) / (float) numSlices);
            switch (direction) {
            case UP:
                x = nextScreenRegion.x - offsetX + offsetX * completion;
                break;
            case DOWN:
                x = nextScreenRegion.x + offsetX - offsetX * completion;
                break;
            case UP_DOWN:
                if (i % 2 == 0) {
                    x = nextScreenRegion.x - offsetX + offsetX * completion;
                } else {
                    x = nextScreenRegion.x + offsetX - offsetX * completion;
                }
                break;
            }
            batch.draw(nextTex, x, y, 0, 0, w, sliceHeight, 1, 1, 0, 0, i * sliceTexelHeight,
                    nextTex.getWidth(), sliceTexelHeight, false, flipY);
        }
    } else {

        int sliceTexelWidth = nextTex.getWidth() / numSlices;
        float sliceWidth = w * ((float) sliceTexelWidth / nextTex.getWidth());
        for (int i = 0; i < numSlices; ++i) {
            // current slice/column
            x = i * sliceWidth + nextScreenRegion.x;
            // vertical displacement using randomized
            // list of slice indices
            float offsetY = h * (1 + sliceIndex.get(i) / (float) numSlices);
            switch (direction) {
            case UP:
                y = nextScreenRegion.y - offsetY + offsetY * completion;
                break;
            case DOWN:
                y = nextScreenRegion.y + offsetY - offsetY * completion;
                break;
            case UP_DOWN:
                if (i % 2 == 0) {
                    y = nextScreenRegion.y - offsetY + offsetY * completion;
                } else {
                    y = nextScreenRegion.y + offsetY - offsetY * completion;
                }
                break;
            }

            batch.draw(nextTex, x, y, 0, 0, sliceWidth, h, 1, 1, 0, i * sliceTexelWidth, 0, sliceTexelWidth,
                    nextTex.getHeight(), false, nextScreen.isFlipY() ? true : false);
        }
    }
}

From source file:net.dermetfan.utils.libgdx.graphics.ManagedAnimation.java

License:Apache License

/** flips all frames from {@code startTime} to {@code endTime}
 *  @param startTime the animation state time of the first frame to flip
 *  @param endTime the animation state time of the last frame to flip
 *  @param set if the frames should be set to {@code flipX} and {@code flipY} instead of actually flipping them */
default void flipFrames(float startTime, float endTime, boolean flipX, boolean flipY, boolean set) {
    Animation animation = getAnimated();
    for (float t = startTime; t < endTime; t += animation.getFrameDuration()) {
        TextureRegion frame = animation.getKeyFrame(t);
        frame.flip(flipX && (set ? !frame.isFlipX() : true), flipY && (set ? !frame.isFlipY() : true));
    }/*w w  w. j  av  a2 s  .  co  m*/
}