Example usage for com.badlogic.gdx.graphics Texture Texture

List of usage examples for com.badlogic.gdx.graphics Texture Texture

Introduction

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

Prototype

public Texture(TextureData data) 

Source Link

Usage

From source file:MyGdxGame.java

License:Apache License

@Override
public void create() {
    // load the koala frames, split them, and assign them to Animations
    koalaTexture = new Texture("koalio.png");
    TextureRegion[] regions = TextureRegion.split(koalaTexture, 18, 26)[0];
    stand = new Animation(0, regions[0]);
    jump = new Animation(0, regions[1]);
    walk = new Animation(0.15f, regions[2], regions[3], regions[4]);
    walk.setPlayMode(Animation.PlayMode.LOOP_PINGPONG);

    // figure out the width and height of the koala for collision
    // detection and rendering by converting a koala frames pixel
    // size into world units (1 unit == 16 pixels)
    Koala.WIDTH = 1 / 16f * regions[0].getRegionWidth();
    Koala.HEIGHT = 1 / 16f * regions[0].getRegionHeight();

    // load the map, set the unit scale to 1/16 (1 unit == 16 pixels)
    map = new TmxMapLoader().load("level1.tmx");
    renderer = new OrthogonalTiledMapRenderer(map, 1 / 16f);

    // create an orthographic camera, shows us 30x20 units of the world
    camera = new OrthographicCamera();
    camera.setToOrtho(false, 30, 20);/* w ww  .j a  v  a2 s.  c o m*/
    camera.update();

    // create the Koala we want to move around the world
    koala = new Koala();
    koala.position.set(20, 20);
}

From source file:actors.Archer.java

public Archer(float hlth, float dmg, float x, float y, float arrowTmr, Stage stg, int lvl, int pth) {
    notmoving = false;//w  ww  . j  av a  2 s  .c o m
    health = hlth;
    damage = dmg;
    stage = stg;
    level = lvl;
    path = pth;
    arrowTimer = arrowTmr;
    this.setName("archer");
    texture = new Texture("archer.png");
    sprite = new Sprite(texture);
    sprite.setScale(0.65f);
    setBounds(sprite.getX(), sprite.getY(), sprite.getWidth(), sprite.getHeight());

    emptyHealthBar = new Sprite(new Texture("emptyBar.png"));
    fullHealthBar = new Sprite(new Texture("fullBar.png"));

    velocity = 50;

    assignMovement(x, y);

    /*
    init = new MoveToAction();
    init.setPosition(x, y);
               
    ms = new MoveToAction();
    ms.setPosition(100f,375f);
            
    ma1 = new MoveToAction();
    ma1.setPosition(315f,375f);
    ma1.setDuration(((315-100 )/velocity));
            
    ma2 = new MoveToAction();
    ma2.setPosition(315f, 180f);
    ma2.setDuration((375-180)/velocity);
            
    ma3 = new MoveToAction();
    ma3.setPosition(510f, 180f);
    ma3.setDuration((510-315)/velocity);
            
    ma4 = new MoveToAction();
    ma4.setPosition(510f, 570f);
    ma4.setDuration((570-180)/velocity);
            
    ma5 = new MoveToAction();
    ma5.setPosition(680f, 570f);
    ma5.setDuration((680-510)/velocity);
            
    ma6 = new MoveToAction();
    ma6.setPosition(680f, 375f);
    ma6.setDuration((570-375)/velocity);
            
    ma7 = new MoveToAction();
    ma7.setPosition(1000f, 375f);
    ma7.setDuration((1000-680)/velocity);
            
               
            
    SequenceAction sa1 = new SequenceAction(ms, ma1, ma2, ma3, ma4);
    SequenceAction sa2 = new SequenceAction(ma5, ma6, ma7);
    SequenceAction sa3 = new SequenceAction(ma1, ma2, ma3, ma4);
    SequenceAction sa4 = new SequenceAction(ma2, ma3, ma4);
    SequenceAction sa5 = new SequenceAction(ma3, ma4, ma5, ma6, ma7);
    SequenceAction sa6 = new SequenceAction(init, ma4, ma5, ma6, ma7);
    SequenceAction sa7 = new SequenceAction(init, ma5, ma6, ma7);
    SequenceAction sa8 = new SequenceAction(init, ma6, ma7);
    SequenceAction csa1 = new SequenceAction(sa1, sa2);
    SequenceAction csa2 = new SequenceAction(init, sa3, sa2);
    SequenceAction csa3 = new SequenceAction(init, sa4, sa2);
    SequenceAction csa4 = new SequenceAction(init, sa5);
            
    if((x==100)&&(y==375))
    this.addAction(csa1);
    else if((y==375)&&(x<315))
    {
    ma1.setDuration((315-x)/velocity);
    sa3 = new SequenceAction(ma1, ma2, ma3, ma4);
    csa2 = new SequenceAction(init, sa3, sa2);
    this.addAction(csa2);
    }
    else if((x==315)&&(y!=180))
    {
    ma2.setDuration((y-180)/velocity);
    sa4 = new SequenceAction(ma2, ma3, ma4);
    csa3 = new SequenceAction(init, sa4, sa2);
    this.addAction(csa3);
    }
    else if((y==180)&&(x!=510))
    {
    ma3.setDuration((510-x)/velocity);
    sa5 = new SequenceAction(ma3, ma4, ma5, ma6, ma7);
    csa4 = new SequenceAction(init, sa5);
    this.addAction(csa4);
    }
    else if((x==510)&&(y!=570))
    {
    ma4.setDuration((570-y)/velocity);
    sa6 = new SequenceAction(init, ma4, ma5, ma6, ma7);
    this.addAction(sa6);
    }
    else if((y==570)&&(x!=680))
    {
    ma5.setDuration((680-x)/velocity);
    sa7 = new SequenceAction(init, ma5, ma6, ma7);
    this.addAction(sa7);
    }
    else if((x==680)&&(y!=375))
    {    
    ma6.setDuration((y-375)/velocity);
    sa8 = new SequenceAction(init, ma6, ma7);
    this.addAction(sa8);
    }
    else if((y==375)&&(x>315))
    {
    ma7.setDuration((1000-x)/velocity);
    SequenceAction sa9 = new SequenceAction(init, ma7);
    this.addAction(sa9);
    }
    */
}

From source file:actors.Arrow.java

public Arrow(float startX, float startY, float destX, float destY) {
    this.setName("arrow");
    texture = new Texture("arrow.png");
    sprite = new Sprite(texture);
    sprite.setScale(0.1f);/*from  w w  w  .  j  a  va 2  s.c  o m*/
    angle = (float) Math.toDegrees(atan((destY - startY) / (destX - startX)));
    System.out.println(String.valueOf(angle));
    sprite.setOriginCenter();
    sprite.rotate(angle + 270);
    //sprite.setRotation(angle);

    velocity = 300;

    init = new MoveToAction();
    init.setPosition(startX, startY);
    distSquared = ((startX - destX) * (startX - destX) + (startY - destY) * (startY - destY));

    shoot = new MoveToAction();
    shoot.setPosition(destX, destY);
    shoot.setDuration((float) (sqrt(distSquared) / velocity));

    moveOff = new MoveToAction();
    moveOff.setPosition(-100f, -100f);

    SequenceAction sa = new SequenceAction(init, shoot, moveOff);

    this.addAction(sa);
}

From source file:actors.BasicSkel.java

public BasicSkel(float hlth, float dmg, float x, float y, int lvl, int pth, Stage stg, PlayScreen scrn) {

    this.setName("skeleton");
    level = lvl;/*  ww w  . j a  va2 s.co  m*/
    path = pth;
    stage = stg;
    screen = scrn;
    health = hlth;
    damage = dmg;
    slowTimer = -1;
    slowed = false;
    reset = false;
    poisoned = false;
    notmoving = false;
    if (damage < 220)
        texture = new Texture("skelsword1.png");
    if (damage < 240 && damage >= 220)
        texture = new Texture("skelsword2.png");
    if (damage >= 240)
        texture = new Texture("skelsword3.png");
    sprite = new Sprite(texture);
    sprite.setScale(0.65f);
    setBounds(sprite.getX(), sprite.getY(), sprite.getWidth(), sprite.getHeight());

    fireEffect = new ParticleEffect();
    fireEffect.load(Gdx.files.internal("fire"), Gdx.files.internal(""));
    fireEffect.getEmitters().first().setPosition(getX(), getY());
    fireballSound = Gdx.audio.newSound(Gdx.files.internal("fireball.wav"));

    iceEffect = new ParticleEffect();
    iceEffect.load(Gdx.files.internal("ice"), Gdx.files.internal(""));
    iceEffect.getEmitters().first().setPosition(getX(), getY());

    poisonEffect = new ParticleEffect();
    poisonEffect.load(Gdx.files.internal("poison"), Gdx.files.internal(""));
    poisonEffect.getEmitters().first().setPosition(getX(), getY());

    emptyHealthBar = new Sprite(new Texture("emptyBar.png"));
    fullHealthBar = new Sprite(new Texture("fullBar.png"));

    ColorAction red = new ColorAction();
    red.setEndColor(Color.RED);
    red.setDuration(1f);
    MoveToAction moveOff = new MoveToAction();
    moveOff.setPosition(-100, -100);
    kill = new SequenceAction(red, moveOff);

    this.addListener(new ClickListener() {
        @Override
        public void clicked(InputEvent event, float x, float y) {
            if (health != 100000 && abs(screen.player.getX() - getX()) < screen.playerRange
                    && abs(screen.player.getY() - getY()) < screen.playerRange) {
                if (screen.playerSpell == 1) {
                    health -= screen.playerDamage;
                    stage.addActor(
                            new Fireball(screen.player.getX(), screen.player.getY(), getX() + 16, getY() + 16));
                    fireballSound.play(0.8f);
                    fireEffect.start();
                }
                if (screen.playerSpell == 2) {
                    health -= screen.playerDamage * 0.75;
                    stage.addActor(
                            new IceBolt(screen.player.getX(), screen.player.getY(), getX() + 16, getY() + 16));
                    fireballSound.play(0.8f);
                    iceEffect.start();
                    slowTimer = 3;
                    if (health >= 0)
                        slowed = true;
                }
                if (screen.playerSpell == 3) {
                    poisoned = true;
                    stage.addActor(
                            new IceBolt(screen.player.getX(), screen.player.getY(), getX() + 16, getY() + 16));
                    fireballSound.play(0.8f);
                    poisonEffect.start();
                }

            }
            if (health <= 0) {
                poisoned = false;
                setName("dead");
                health = 100000;
                clearActions();
                addAction(kill);
                screen.skeletonDeath.play(1.0f);
                screen.addGold(5);
            }
        }
    });

    velocity = 70;
    //Rectangle body = new Rectangle(getX(), getY(), getWidth(), getHeight());
    //ScaleByAction sba = new ScaleByAction();
    //sba.setAmount(0.25f);

    assignMovement(x, y);

}

From source file:actors.Castle.java

public Castle(float hlth, float damage, float x, float y, Stage stage) {
    this.setName("castle");
    texture = new Texture("castle.png");
    health = hlth;//from  w  w  w .  ja v  a 2s  .com
    arrowTimer = 3;

    sprite = new Sprite(texture);
    setBounds(sprite.getX(), sprite.getY(), sprite.getWidth(), sprite.getHeight());

    emptyHealthBar = new Sprite(new Texture("emptyBar.png"));
    fullHealthBar = new Sprite(new Texture("fullBar.png"));

    velocity = 70;

    ms = new MoveToAction();
    ms.setPosition(x, y);
    //        ms.setPosition(35f,370f);

    Castle.this.addAction(ms);

}

From source file:actors.Fireball.java

public Fireball(float startX, float startY, float destX, float destY) {
    this.setName("fireball");
    texture = new Texture("firearrow.png");
    sprite = new Sprite(texture);
    sprite.setScale(0.5f);/*from ww  w .  jav a  2  s. c om*/
    angle = (float) Math.toDegrees(atan((destY - startY) / (destX - startX)));
    System.out.println(String.valueOf(angle));
    sprite.setOriginCenter();
    sprite.rotate(angle + 270);
    //sprite.setRotation(angle);

    velocity = 500;

    init = new MoveToAction();
    init.setPosition(startX, startY);
    distSquared = ((startX - destX) * (startX - destX) + (startY - destY) * (startY - destY));

    shoot = new MoveToAction();
    shoot.setPosition(destX, destY);
    shoot.setDuration((float) (sqrt(distSquared) / velocity));

    moveOff = new MoveToAction();
    moveOff.setPosition(-100f, -100f);

    SequenceAction sa = new SequenceAction(init, shoot, moveOff);

    this.addAction(sa);
}

From source file:actors.Footman.java

public Footman(float hlth, float dmg, float x, float y, int lvl, int pth) {
    this.setName("footman");
    damage = dmg;//from   w ww  .j ava  2s  .  c  om
    health = hlth;
    level = lvl;
    path = pth;
    notmoving = false;
    if (damage < 400)
        texture = new Texture("footman0.png");
    if (damage < 450 && damage >= 400)
        texture = new Texture("footman1.png");
    if (damage < 600 && damage >= 450)
        texture = new Texture("footman2.png");
    if (damage < 1000 && damage >= 600)
        texture = new Texture("champion.png");
    if (damage >= 1000)
        texture = new Texture("footman3.png");
    sprite = new Sprite(texture);
    sprite.setScale(0.65f);
    setBounds(sprite.getX(), sprite.getY(), sprite.getWidth(), sprite.getHeight());

    emptyHealthBar = new Sprite(new Texture("emptyBar.png"));
    fullHealthBar = new Sprite(new Texture("fullBar.png"));

    setTouchable(Touchable.disabled);

    velocity = 80;
    inCombat = false;

    assignMovement(x, y);

    /*
     init = new MoveToAction();
     init.setPosition(x, y);
               
             
     ms = new MoveToAction();
     ms.setPosition(100f,375f);
             
     ma1 = new MoveToAction();
     ma1.setPosition(315f,375f);
     ma1.setDuration(((315-100 )/velocity));
             
     ma2 = new MoveToAction();
     ma2.setPosition(315f, 180f);
     ma2.setDuration((375-180)/velocity);
             
     ma3 = new MoveToAction();
     ma3.setPosition(510f, 180f);
     ma3.setDuration((510-315)/velocity);
             
     ma4 = new MoveToAction();
     ma4.setPosition(510f, 570f);
     ma4.setDuration((570-180)/velocity);
             
     ma5 = new MoveToAction();
     ma5.setPosition(680f, 570f);
     ma5.setDuration((680-510)/velocity);
             
     ma6 = new MoveToAction();
     ma6.setPosition(680f, 375f);
     ma6.setDuration((570-375)/velocity);
             
     ma7 = new MoveToAction();
     ma7.setPosition(1000f, 375f);
     ma7.setDuration((1000-680)/velocity);
            
                
             
     SequenceAction sa1 = new SequenceAction(ms, ma1, ma2, ma3, ma4);
     SequenceAction sa2 = new SequenceAction(ma5, ma6, ma7);
     SequenceAction sa3 = new SequenceAction(ma1, ma2, ma3, ma4);
     SequenceAction sa4 = new SequenceAction(ma2, ma3, ma4);
     SequenceAction sa5 = new SequenceAction(ma3, ma4, ma5, ma6, ma7);
     SequenceAction sa6 = new SequenceAction(init, ma4, ma5, ma6, ma7);
     SequenceAction sa7 = new SequenceAction(init, ma5, ma6, ma7);
     SequenceAction sa8 = new SequenceAction(init, ma6, ma7);
     SequenceAction csa1 = new SequenceAction(sa1, sa2);
     SequenceAction csa2 = new SequenceAction(init, sa3, sa2);
     SequenceAction csa3 = new SequenceAction(init, sa4, sa2);
     SequenceAction csa4 = new SequenceAction(init, sa5);
             
     if((x==100)&&(y==375))
    this.addAction(csa1);
     else if((y==375)&&(x<315))
     {
    ma1.setDuration((315-x)/velocity);
    sa3 = new SequenceAction(ma1, ma2, ma3, ma4);
    csa2 = new SequenceAction(init, sa3, sa2);
    this.addAction(csa2);
     }
     else if((x==315)&&(y!=180))
     {
    ma2.setDuration((y-180)/velocity);
    sa4 = new SequenceAction(ma2, ma3, ma4);
    csa3 = new SequenceAction(init, sa4, sa2);
    this.addAction(csa3);
     }
     else if((y==180)&&(x!=510))
     {
    ma3.setDuration((510-x)/velocity);
    sa5 = new SequenceAction(ma3, ma4, ma5, ma6, ma7);
    csa4 = new SequenceAction(init, sa5);
    this.addAction(csa4);
     }
     else if((x==510)&&(y!=570))
     {
    ma4.setDuration((570-y)/velocity);
    sa6 = new SequenceAction(init, ma4, ma5, ma6, ma7);
    this.addAction(sa6);
     }
     else if((y==570)&&(x!=680))
     {
    ma5.setDuration((680-x)/velocity);
    sa7 = new SequenceAction(init, ma5, ma6, ma7);
    this.addAction(sa7);
     }
     else if((x==680)&&(y!=375))
     {    
    ma6.setDuration((y-375)/velocity);
    sa8 = new SequenceAction(init, ma6, ma7);
    this.addAction(sa8);
     }
     else if((y==375)&&(x>315))
     {
    ma7.setDuration((1000-x)/velocity);
    SequenceAction sa9 = new SequenceAction(init, ma7);
    this.addAction(sa9);
     }
             
     */

}

From source file:actors.IceBolt.java

public IceBolt(float startX, float startY, float destX, float destY) {
    this.setName("icebolt");
    texture = new Texture("icearrow.png");
    sprite = new Sprite(texture);
    sprite.setScale(0.5f);//from  w w w.  ja v  a  2 s. c om
    angle = (float) Math.toDegrees(atan((destY - startY) / (destX - startX)));
    System.out.println(String.valueOf(angle));
    sprite.setOriginCenter();
    sprite.rotate(angle + 270);
    //sprite.setRotation(angle);

    velocity = 500;

    init = new MoveToAction();
    init.setPosition(startX, startY);
    distSquared = ((startX - destX) * (startX - destX) + (startY - destY) * (startY - destY));

    shoot = new MoveToAction();
    shoot.setPosition(destX, destY);
    shoot.setDuration((float) (sqrt(distSquared) / velocity));

    moveOff = new MoveToAction();
    moveOff.setPosition(-100f, -100f);

    SequenceAction sa = new SequenceAction(init, shoot, moveOff);

    this.addAction(sa);
}

From source file:actors.Necromancer.java

public Necromancer(float hlth, float damage, float x, float y, Stage stage) {
    this.setName("necromancer");
    texture = new Texture("necromancer.png");
    sprite = new Sprite(texture);
    setBounds(sprite.getX(), sprite.getY(), sprite.getWidth(), sprite.getHeight());
    health = hlth;//  w ww.j ava 2 s . c  om
    attackTimer = 2;

    emptyHealthBar = new Sprite(new Texture("emptyBar.png"));
    fullHealthBar = new Sprite(new Texture("fullBar.png"));
    velocity = 70;

    ms = new MoveToAction();
    ms.setPosition(x, y);
    //        ms.setPosition(940f,375f);

    Necromancer.this.addAction(ms);
    /*      
          int len = stage.size;
          for(i=0; i<len; i++){
          Actor a = stageActors.get(i);
          if(a.getName().equals("myactor")){
          //a is your Actor!
          break;
      */
}

From source file:actors.NecromancerAttack.java

public NecromancerAttack(float startX, float startY, float destX, float destY) {
    this.setName("necromancerbolt");
    texture = new Texture("deathbolt.png");
    sprite = new Sprite(texture);
    sprite.setScale(0.5f);//from w  w  w  . j a v  a  2 s . co m
    angle = (float) Math.toDegrees(atan((destY - startY) / (destX - startX)));
    System.out.println(String.valueOf(angle));
    sprite.setOriginCenter();
    sprite.rotate(angle + 270);
    //sprite.setRotation(angle);

    velocity = 500;

    init = new MoveToAction();
    init.setPosition(startX, startY);
    distSquared = ((startX - destX) * (startX - destX) + (startY - destY) * (startY - destY));

    shoot = new MoveToAction();
    shoot.setPosition(destX, destY);
    shoot.setDuration((float) (sqrt(distSquared) / velocity));

    moveOff = new MoveToAction();
    moveOff.setPosition(-100f, -100f);

    SequenceAction sa = new SequenceAction(init, shoot, moveOff);

    this.addAction(sa);
}