Example usage for com.badlogic.gdx.utils.viewport FitViewport FitViewport

List of usage examples for com.badlogic.gdx.utils.viewport FitViewport FitViewport

Introduction

In this page you can find the example usage for com.badlogic.gdx.utils.viewport FitViewport FitViewport.

Prototype

public FitViewport(float worldWidth, float worldHeight) 

Source Link

Document

Creates a new viewport using a new OrthographicCamera .

Usage

From source file:com.github.mkjensen.breakall.Breakall.java

License:Apache License

private void createRenderer() {
    world = new World();
    FitViewport viewport = new FitViewport(world.getSize(), world.getSize());
    stage = new Stage(viewport);
    debugRenderer = new DebugRenderer(world, stage.getCamera());
    Gdx.input.setInputProcessor(stage);/*  www. j av a  2  s . com*/
}

From source file:es.danirod.jumpdontdie.game.CreditsScreen.java

License:Open Source License

public CreditsScreen(final MainGame game) {
    super(game);/*  w ww  .  j a  v  a2  s  . com*/

    // Create a new stage, as usual.
    stage = new Stage(new FitViewport(640, 360));

    // Load the skin file. The skin file contains information about the skins. It can be
    // passed to any widget in Scene2D UI to set the style. It just works, amazing.
    skin = new Skin(Gdx.files.internal("skin/uiskin.json"));

    // For instance, here you see that I create a new button by telling the label of the
    // button as well as the skin file. The background image for the button is in the skin
    // file.
    back = new TextButton("Back", skin);

    credits = new Label("Jump Don't Die v1.0.1\n" + "Copyright (C) 2015 Dani Rodriguez\n"
            + "This game is GNU GPL. Get the code at github.com/danirod/JumpDontDie\n\n" +

            "Music: \"Long Time Coming\" Kevin MacLeod (incompetech.com)\n"
            + "Licensed under Creative Commons: By Attribution 3.0", skin);

    // Add capture listeners. Capture listeners have one method, changed, that is executed
    // when the button is pressed or when the user interacts somehow with the widget. They are
    // cool because they let you execute some code when you press them.
    back.addCaptureListener(new ChangeListener() {
        @Override
        public void changed(ChangeEvent event, Actor actor) {
            // Take me to the game screen!
            game.setScreen(game.menuScreen);
        }
    });

    // Now I position things on screen. Sorry for making this the hardest part of this screen.
    // I position things on the screen so that they look centered. This is why I make the
    // buttons the same size.
    credits.setPosition(20, 340 - credits.getHeight());
    back.setSize(200, 80);
    back.setPosition(40, 50);

    // Do not forget to add actors to the stage or we wouldn't see anything.
    stage.addActor(back);
    stage.addActor(credits);
}

From source file:es.danirod.jddprototype.game.controlador.LoadingScreen.java

License:Open Source License

public LoadingScreen(es.danirod.jddprototype.game.controlador.MainGame game) {
    super(game);//from  ww  w. j ava2s.  co m

    // Set up the stage and the skin. See GameOverScreen for more comments on this.
    stage = new Stage(new FitViewport(640, 360));
    skin = new Skin(Gdx.files.internal("skin/uiskin.json"));

    // Create some loading text using this skin file and position it on screen.
    loading = new Label("Cargando...", skin);
    //loading.setPosition(320 - loading.getWidth() / 2, 180 - loading.getHeight() / 2);
    loading.setPosition(250, 180 - loading.getHeight() / 2);
    stage.addActor(loading);
}

From source file:es.danirod.jddprototype.game.vista.CreditsScreen.java

License:Open Source License

public CreditsScreen(final es.danirod.jddprototype.game.controlador.MainGame game) {
    super(game);//  w w w.ja va  2  s .c o  m

    // Create a new stage, as usual.
    stage = new Stage(new FitViewport(640, 360));

    // Load the skin file. The skin file contains information about the skins. It can be
    // passed to any widget in Scene2D UI to set the style. It just works, amazing.
    skin = new Skin(Gdx.files.internal("skin/uiskin.json"));

    // For instance, here you see that I create a new button by telling the label of the
    // button as well as the skin file. The background image for the button is in the skin
    // file.
    back = new TextButton("Atras", skin);

    /*credits = new Label("Jump Don't Die v1.0.2\n" +
        "Copyright (C) 2015-2016 Dani Rodriguez\n" +
        "This game is GNU GPL. Get the code at github.com/danirod/JumpDontDie\n\n" +
            
        "Music: \"Long Time Coming\" Kevin MacLeod (incompetech.com)\n" +
        "Licensed under Creative Commons: By Attribution 3.0", skin);*/

    credits = new Label("Jump Dont Die.\n" + "Videojuego en 2D para dispositivos moviles Android\n"
            + "mediante el uso de la libreria libGDX.\n"
            + "Practica realizada para la asignatura Programacion de Juegos por:\n"
            + "Jose Francisco Prieto Montes y David Toscano Rodriguez.\n"
            + "Este juego es una ampliacion de otro que puedes descargar en:\n"
            + "github.com/danirod/JumpDontDie\n" + "Copyright (C) 2015-2016 Dani Rodriguez\n"
            + "Music: \"Long Time Coming\" Kevin MacLeod (incompetech.com)\n"
            + "Licensed under Creative Commons: By Attribution 3.0", skin);

    // Add capture listeners. Capture listeners have one method, changed, that is executed
    // when the button is pressed or when the user interacts somehow with the widget. They are
    // cool because they let you execute some code when you press them.
    back.addCaptureListener(new ChangeListener() {
        @Override
        public void changed(ChangeEvent event, Actor actor) {
            // Take me to the game screen!
            game.setScreen(game.menuScreen);
        }
    });

    // Now I position things on screen. Sorry for making this the hardest part of this screen.
    // I position things on the screen so that they look centered. This is why I make the
    // buttons the same size.
    credits.setPosition(20, 340 - credits.getHeight());
    back.setSize(200, 80);
    back.setPosition(40, 40);

    // Do not forget to add actors to the stage or we wouldn't see anything.
    stage.addActor(back);
    stage.addActor(credits);
}

From source file:com.exovum.test.animation.CreditsScreen.java

License:Creative Commons License

public CreditsScreen(final Game game, Screen parentScreen) {
    this.batch = new SpriteBatch();
    this.game = game;
    this.parent = parentScreen;

    Gdx.app.log("CreditsScreen", "Creating CreditsScreen");

    menuBackground = new Texture(Gdx.files.internal("beach-ocean-sea-bg/transparent-png/full_background.png"));

    stage = new Stage(new FitViewport(800, 480));
    Gdx.input.setInputProcessor(stage);//from  w  w  w  .j  av a2  s  .  c o  m
    skin = new Skin(Gdx.files.internal("uiskin.json"));

    mainTable = new Table(skin);
    //mainTable.defaults().expand().fill().padBottom(4f).padTop(4f);
    mainTable.setFillParent(true);

    baseTable = new Table(skin);
    baseTable.defaults().expand().fill().padBottom(10f).padTop(10f);

    Label myHeader = new Label("General", skin, "small-font");
    myHeader.setColor(Color.FIREBRICK);
    myHeader.setAlignment(Align.center);

    Label myCredits = new Label("Programming and Development\n" + "Caleb Stevenson", skin, "small-font");
    myCredits.setColor(Color.BLACK);
    myCredits.setAlignment(Align.center);

    Label musicHeader = new Label("Music", skin, "small-font");
    musicHeader.setColor(Color.FIREBRICK);
    musicHeader.setAlignment(Align.center);

    Label musicCredits = new Label("\"Capre Diem\", \"Hidden Past\", \"Pixel Peeker Polka - slower\"\n"
            + "Kevin MacLeod (incompetech.com)\n" + "Licensed under Creative Commons: By Attribution 3.0\n"
            + "http://creativecommons.org/licenses/by/3.0/", skin, "small-font");
    musicCredits.setColor(Color.BLACK);
    musicCredits.setAlignment(Align.center);

    Label artHeader = new Label("Artwork", skin, "small-font");
    artHeader.setColor(Color.FIREBRICK);
    artHeader.setAlignment(Align.center);

    Label artCredits = new Label("Background and Tree Sprites\n" + "http://bevouliin.com\nopengameart.org",
            skin, "small-font");
    artCredits.setColor(Color.BLACK);

    artCredits.setAlignment(Align.center);

    TextButton exitButton = new TextButton("Back to Menu", skin, "small-font");

    Table buttonTable = new Table(skin);
    baseTable.add(myHeader).row();
    baseTable.add(myCredits).row();
    baseTable.add(musicHeader).row();
    baseTable.add(musicCredits).row();
    baseTable.add(artHeader).row();
    baseTable.add(artCredits).row();
    baseTable.add(buttonTable);
    //menuTable.setBackground("console2");
    // Set the color of the BACKGROUND on the buttons
    Color buttonColor = Color.SKY;
    exitButton.setColor(buttonColor);
    // Set the color of the TEXT on the buttons
    exitButton.getLabel().setColor(new Color(0.91f, 0.91f, 0.91f, 1));

    buttonTable.defaults().expand().fill().padBottom(4f).padTop(2f);
    buttonTable.add(exitButton).width(180f).height(60f);
    //buttonTable.padTop(20f).padBottom(20f);
    buttonTable.left();

    // Add baseTable containing buttonTable to the next row of mainTable
    //mainTable.add(buttonTable);
    mainTable.add(baseTable);
    // Add mainTable to the stage
    stage.addActor(mainTable);

    exitButton.addListener(new ChangeListener() {
        public void changed(ChangeEvent event, Actor actor) {
            Gdx.app.log("CreditsScreen", "Exiting to main menu");
            //game.setScreen(new AnimatorMenuScreen(game));
            //game.setScreen(parent);
            //((Game) Gdx.app.getApplicationListener()).setScreen(parent);
            ((Game) Gdx.app.getApplicationListener()).setScreen(new AnimatorMenuScreen(game));
        }
    });

    //Use an InputMultiplexer so that the Stage and keyDown input processors can both be used
    InputMultiplexer multiplexer = new InputMultiplexer();
    multiplexer.addProcessor(stage);
    multiplexer.addProcessor(new InputAdapter() {
        // If the back key is pressed, go to main menu
        // This also handles the Android 'back' button
        @Override
        public boolean keyDown(int keycode) {
            if (keycode == Input.Keys.BACK) {
                // Handle the back button
                Gdx.app.log("CreditsScreen", "KeyDown: BACK pressed");
                //AnimatorMenuScreen newMenu = new AnimatorMenuScreen(batch, game);
                //game.setScreen(newMenu);
                //game.setScreen(parent);
                //((Game) Gdx.app.getApplicationListener()).setScreen(parent);
                ((Game) Gdx.app.getApplicationListener()).setScreen(new AnimatorMenuScreen(game));
                return true;
            }
            return false;
        }
    });

    Gdx.input.setInputProcessor(multiplexer);
}

From source file:es.danirod.jumpdontdie.game.GameOverScreen.java

License:Open Source License

public GameOverScreen(final MainGame game) {
    super(game);// w w w.ja v  a2 s  .co  m

    // Create a new stage, as usual.
    stage = new Stage(new FitViewport(640, 360));

    // Load the skin file. The skin file contains information about the skins. It can be
    // passed to any widget in Scene2D UI to set the style. It just works, amazing.
    skin = new Skin(Gdx.files.internal("skin/uiskin.json"));

    // For instance, here you see that I create a new button by telling the label of the
    // button as well as the skin file. The background image for the button is in the skin
    // file.
    retry = new TextButton("Retry", skin);
    menu = new TextButton("Menu", skin);

    // Also, create an image. Images are actors that only display some texture. Useful if you
    // want to display a texture in a Scene2D based screen but you don't want to rewrite code.
    gameover = new Image(game.getManager().get("gameover.png", Texture.class));

    // Add capture listeners. Capture listeners have one method, changed, that is executed
    // when the button is pressed or when the user interacts somehow with the widget. They are
    // cool because they let you execute some code when you press them.
    retry.addCaptureListener(new ChangeListener() {
        @Override
        public void changed(ChangeEvent event, Actor actor) {
            // Here I go to the game screen again.
            game.setScreen(game.gameScreen);
        }
    });

    menu.addCaptureListener(new ChangeListener() {
        @Override
        public void changed(ChangeEvent event, Actor actor) {
            // And here I go to the menu screen.
            game.setScreen(game.menuScreen);
        }
    });

    // Now I position things on screen. Sorry for making this the hardest part of this screen.
    // I position things on the screen so that they look centered. This is why I make the
    // buttons the same size.
    gameover.setPosition(320 - gameover.getWidth() / 2, 320 - gameover.getHeight());
    retry.setSize(200, 80);
    menu.setSize(200, 80);
    retry.setPosition(60, 50);
    menu.setPosition(380, 50);

    // Do not forget to add actors to the stage or we wouldn't see anything.
    stage.addActor(retry);
    stage.addActor(gameover);
    stage.addActor(menu);
}

From source file:es.danirod.jumpdontdie.scene2d.Scene2DScreen.java

License:Open Source License

@Override
public void show() {
    // Create a new stage.
    stage = new Stage(new FitViewport(640, 400));

    // Load the actors.
    player = new PlayerActor(playerTexture);
    spikes = new SpikeActor(spikeRegion, 2100, 100, 500);
    player.setPosition(20, 100);/*from  ww  w .j av  a 2s . c  om*/

    // Add the actors to the screen. They won't be visible if you don't add them.
    stage.addActor(player);
    stage.addActor(spikes);
}

From source file:halive.shootinoutside.menu.MainMenu.java

private void init() {
    float h = Gdx.graphics.getHeight();
    float w = Gdx.graphics.getWidth();
    stage = new Stage(new FitViewport(w, h));
    skin = new Skin(Gdx.files.internal(SKIN_PATH));

    Table mainTable = new Table(skin);

    mainTable.setColor(Color.DARK_GRAY);

    Image logo = new Image(new Texture(Gdx.files.internal(LOGO_PATH)));

    Button joinGameButton = new TextButton("Join Game", skin);
    Button hostGameButton = new TextButton("Host Game", skin);
    Button mapEditorButton = new TextButton("Map Editor", skin);
    Button aboutGameButton = new TextButton("About", skin);
    Button exitButton = new TextButton("Quit Game", skin);

    joinGameButton.addListener(new ClickHandler() {
        @Override/* w  ww. j  a v a  2 s. c om*/
        public void onClicked(InputEvent evt, float x, float y) {
            joinGameClicked(evt, x, y);
        }
    });
    hostGameButton.addListener(new ClickHandler() {
        @Override
        public void onClicked(InputEvent evt, float x, float y) {
            hostGameClicked(evt, x, y);
        }
    });
    mapEditorButton.addListener(new ClickHandler() {
        @Override
        public void onClicked(InputEvent evt, float x, float y) {
            editorClicked(evt, x, y);
        }
    });
    aboutGameButton.addListener(new ClickHandler() {
        @Override
        public void onClicked(InputEvent evt, float x, float y) {
            showAboutDialog();
        }
    });
    exitButton.addListener(new ClickHandler() {
        @Override
        public void onClicked(InputEvent evt, float x, float y) {
            Gdx.app.exit();
        }
    });

    joinButton = joinGameButton;
    hostButton = hostGameButton;
    editorButton = mapEditorButton;

    mainTable.add(logo).padBottom(PADDING_BOTTOM).row();

    Button[] buttons = { joinGameButton, hostGameButton, editorButton, aboutGameButton, exitButton };
    for (int i = 0; i < buttons.length; i++) {
        mainTable.add(buttons[i]).size(BUTTON_WIDTH, BUTTON_HEIGHT).padBottom(PADDING_BOTTOM).row();
    }

    mainTable.setFillParent(true);

    stage.addActor(mainTable);
    Gdx.input.setInputProcessor(stage);
}

From source file:es.danirod.jddprototype.game.GameOverScreen.java

License:Open Source License

public GameOverScreen(final es.danirod.jddprototype.game.MainGame game) {
    super(game);//from  www . ja  v  a 2 s . co m

    // Create a new stage, as usual.
    stage = new Stage(new FitViewport(640, 360));

    // Load the skin file. The skin file contains information about the skins. It can be
    // passed to any widget in Scene2D UI to set the style. It just works, amazing.
    skin = new Skin(Gdx.files.internal("skin/uiskin.json"));

    // For instance, here you see that I create a new button by telling the label of the
    // button as well as the skin file. The background image for the button is in the skin
    // file.
    retry = new TextButton("Retry", skin);
    menu = new TextButton("Menu", skin);

    // Also, create an image. Images are actors that only display some texture. Useful if you
    // want to display a texture in a Scene2D based screen but you don't want to rewrite code.
    gameover = new Image(game.getManager().get("gameover.png", Texture.class));

    // Add capture listeners. Capture listeners have one method, changed, that is executed
    // when the button is pressed or when the user interacts somehow with the widget. They are
    // cool because they let you execute some code when you press them.
    retry.addCaptureListener(new ChangeListener() {
        @Override
        public void changed(ChangeEvent event, Actor actor) {
            // Here I go to the game screen again.
            game.setScreen(game.gameScreen);
        }
    });

    menu.addCaptureListener(new ChangeListener() {
        @Override
        public void changed(ChangeEvent event, Actor actor) {
            // And here I go to the menu screen.
            game.setScreen(game.menuScreen);
        }
    });

    // Now I position things on screen. Sorry for making this the hardest part of this screen.
    // I position things on the screen so that they look centered. This is why I make the
    // buttons the same size.
    gameover.setPosition(320 - gameover.getWidth() / 2, 320 - gameover.getHeight());
    retry.setSize(200, 80);
    menu.setSize(200, 80);
    retry.setPosition(60, 50);
    menu.setPosition(380, 50);

    // Do not forget to add actors to the stage or we wouldn't see anything.
    stage.addActor(retry);
    stage.addActor(gameover);
    stage.addActor(menu);
}

From source file:es.danirod.jddprototype.scene2d.Scene2DScreen.java

License:Open Source License

@Override
public void show() {
    // Create a new stage.
    stage = new Stage(new FitViewport(640, 400));

    // Load the actors.
    player = new PlayerActor(playerTexture);
    spikes = new es.danirod.jddprototype.scene2d.SpikeActor(spikeRegion, 2100, 100, 500);
    player.setPosition(20, 100);/*ww  w.j  a  v a 2  s. co m*/

    // Add the actors to the screen. They won't be visible if you don't add them.
    stage.addActor(player);
    stage.addActor(spikes);
}