List of usage examples for com.badlogic.gdx.scenes.scene2d Action Action
Action
From source file:com.ahsgaming.valleyofbones.screens.SplashScreen.java
License:Apache License
@Override public void resize(int width, int height) { super.resize(width, height); stage.addActor(splashImage);//from w ww .ja va 2s. co m splashImage.setPosition((stage.getWidth() - splashImage.getWidth()) * 0.5f, (stage.getHeight() - splashImage.getHeight()) * 0.5f); splashImage.setColor(1, 1, 1, 0); splashImage.addAction( Actions.sequence(Actions.fadeIn(1.5f), Actions.delay(1.0f), Actions.fadeOut(1.5f), new Action() { public boolean act(float delta) { game.setScreen(game.getMainMenuScreen()); return true; } })); }
From source file:com.axatrikx.solor.view.SplashScreen.java
License:Apache License
@Override public void show() { super.show(); // start playing the menu music // game.getMusicManager().play(SolorMusic.MENU); TextureRegion splashRegion = new TextureRegion(new Texture("images/splash.png"), 0, 0, 512, 301); Drawable splashDrawable = new TextureRegionDrawable(splashRegion); // here we create the splash image actor; its size is set when the // resize() method gets called splashImage = new Image(splashDrawable, Scaling.stretch); splashImage.setFillParent(true);//w w w. ja v a 2s . c o m // this is needed for the fade-in effect to work correctly; we're just // making the image completely transparent splashImage.getColor().a = 0f; // configure the fade-in/out effect on the splash image splashImage.addAction(sequence(fadeIn(0.75f), delay(1.75f, fadeOut(0.75f)), new Action() { @Override public boolean act(float delta) { // the last action will move to the next screen game.setScreen(game.getMenuScreen()); return true; } })); // and finally we add the actor to the stage stage.addActor(splashImage); }
From source file:com.bagon.matchteam.mtx.game.AbstractGame.java
License:Apache License
/** * BETA method (Works fine, but need lots of test) <br> * Screen to screen transition, only works for Scene2D Stage based game, * actionCurrent is applied to current stage when it is completed * (Sequence), actionNext is applied to new screens stage as intro for next * screen// ww w . jav a 2s . com * <p> * * WARNING! Do not use dispose anywhere else for stage/screen, if dispose * true here * * @param currentScreen * the screen currently set * @param actionCurrent * Scene2D action to be applied to current screen stage * @param nextScreen * the next screen to be set * @param actionNext * Scene2D action to be applied to next screen stage * @param disposeScreen * dispose current screen after transition completed * */ public void setScreenWithTransition(final AbstractScreen currentScreen, final Action actionCurrent, final AbstractScreen nextScreen, final Action actionNext, final boolean disposeScreen) { // currentScreen.getStage().getRoot().setTouchable(Touchable.disabled); nextScreen.getStage().getRoot().setTouchable(Touchable.disabled); // previousScreenToDispose = currentScreen; if (actionCurrent != null && currentScreen != null) { currentScreen.getStage().addAction(Actions.sequence(actionCurrent, new Action() { @Override public boolean act(float delta) { if (actionNext != null) { setScreen(nextScreen); nextScreen.getStage().addAction(actionNext); nextScreen.getStage().getRoot().setTouchable(Touchable.enabled); isDisposeScreen = disposeScreen; } else { setScreen(nextScreen); nextScreen.getStage().getRoot().setTouchable(Touchable.enabled); isDisposeScreen = disposeScreen; } return true; } })); } else { if (actionNext != null) { setScreen(nextScreen); nextScreen.getStage().getRoot().setTouchable(Touchable.enabled); nextScreen.getStage().addAction(actionNext); isDisposeScreen = disposeScreen; } else { setScreen(nextScreen); nextScreen.getStage().getRoot().setTouchable(Touchable.enabled); isDisposeScreen = disposeScreen; } } }
From source file:com.bagon.matchteam.mtx.scene2d.effects.EffectCreator.java
License:Apache License
/** * Scale effect (SC)//from w w w .j a va 2 s .c o m * */ public static void create_SC(Actor actor, float scaleRatioX, float scaleRatioY, float duration, final Group group, final boolean removeActor) { if (actor != null) { actor.addAction(Actions.sequence(Actions.scaleTo(scaleRatioX, scaleRatioY, duration), new Action() { @Override public boolean act(float delta) { if (removeActor) { removeActor(group, actor); return false; } else { return true; } } })); } }
From source file:com.bagon.matchteam.mtx.scene2d.effects.EffectCreator.java
License:Apache License
/** * Fade Out (FO)//from w w w . jav a 2 s. c o m * */ public static void create_FO(Actor actor, float duration, float delay, final Group group, final boolean removeActor) { if (actor != null) { actor.addAction(Actions.sequence(Actions.delay(delay), Actions.fadeOut(duration), new Action() { @Override public boolean act(float delta) { if (removeActor) { removeActor(group, actor); return false; } else { return true; } } })); } }
From source file:com.bagon.matchteam.mtx.scene2d.effects.EffectCreator.java
License:Apache License
/** * Fade In (FI)//from ww w . ja v a2 s .c o m * */ public static void create_FI(Actor actor, float duration, float delay, final Group group, final boolean removeActor) { if (actor != null) { actor.addAction(Actions.sequence(Actions.delay(delay), Actions.fadeIn(duration), new Action() { @Override public boolean act(float delta) { if (removeActor) { removeActor(group, actor); return false; } else { return true; } } })); } }
From source file:com.bagon.matchteam.mtx.scene2d.effects.EffectCreator.java
License:Apache License
/** * Move to a position/* w w w. j a va 2 s. c om*/ * */ public static void create_MT(Actor actor, float duration, float delayBefore, float posX, float posY, final Group group, final boolean removeActor) { if (actor != null) { actor.addAction(Actions.sequence(Actions.delay(delayBefore), Actions.moveTo(posX, posY, duration), new Action() { @Override public boolean act(float delta) { if (removeActor) { removeActor(group, actor); return false; } else { return true; } } })); } }
From source file:com.bagon.matchteam.mtx.scene2d.effects.EffectCreator.java
License:Apache License
/** * Shake effect (SHK)/* ww w . j a v a2 s. c o m*/ * */ public static void create_SHK(Actor actor, float shakeAngle, float originalAngle, float duration, final Group group, final boolean removeActor) { if (actor != null) { actor.addAction(Actions.sequence(Actions.rotateTo(shakeAngle, duration), Actions.rotateTo(-shakeAngle, duration), Actions.rotateTo(originalAngle, duration), new Action() { @Override public boolean act(float delta) { if (removeActor) { removeActor(group, actor); return false; } else { return true; } } })); } }
From source file:com.bagon.matchteam.mtx.scene2d.effects.EffectCreator.java
License:Apache License
/** * Scale effect and Back to previous scale (SC, BTN) * *//* w ww .j a v a 2 s.c o m*/ public static void create_SC_BTN(Actor actor, float scaleRatioX, float scaleRatioY, float duration, final Group group, final boolean removeActor) { if (actor != null) { float originalScaleX = actor.getScaleX(); float originalScaleY = actor.getScaleY(); actor.addAction(Actions.sequence(Actions.scaleTo(scaleRatioX, scaleRatioY, duration), Actions.scaleTo(originalScaleX, originalScaleY, duration), new Action() { @Override public boolean act(float delta) { if (removeActor) { removeActor(group, actor); return false; } else { return true; } } })); } }
From source file:com.bagon.matchteam.mtx.scene2d.effects.EffectCreator.java
License:Apache License
/** * Scale effect and Back to original (1.0f) * *//*from w ww . j a v a2s.c om*/ public static void create_SC_BTO(Actor actor, float scaleRatioX, float scaleRatioY, float duration, final Group group, final boolean removeActor) { if (actor != null) { actor.addAction(Actions.sequence(Actions.scaleTo(scaleRatioX, scaleRatioY, duration), Actions.scaleTo(1.0f, 1.0f, duration), new Action() { @Override public boolean act(float delta) { if (removeActor) { removeActor(group, actor); return false; } else { return true; } } })); } }