List of usage examples for com.badlogic.gdx.utils.viewport FitViewport FitViewport
public FitViewport(float worldWidth, float worldHeight)
From source file:es.danirod.jddprototype.game.MenuScreen.java
License:Open Source License
public MenuScreen(final MainGame game) { super(game);/*from ww w. j a va2s . c om*/ // 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. play = new TextButton("Play", skin); credits = new TextButton("Credits", 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. logo = new Image(game.getManager().get("logo.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. play.addCaptureListener(new ChangeListener() { @Override public void changed(ChangeEvent event, Actor actor) { // Take me to the game screen! game.setScreen(game.gameScreen); } }); credits.addCaptureListener(new ChangeListener() { @Override public void changed(ChangeEvent event, Actor actor) { game.setScreen(game.creditsScreen); } }); // 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. logo.setPosition(440 - logo.getWidth() / 2, 320 - logo.getHeight()); play.setSize(200, 80); credits.setSize(200, 80); play.setPosition(40, 140); credits.setPosition(40, 40); // Do not forget to add actors to the stage or we wouldn't see anything. stage.addActor(play); stage.addActor(logo); stage.addActor(credits); }
From source file:es.danirod.jddprototype.game.vista.GameOverScreen.java
License:Open Source License
public GameOverScreen(final es.danirod.jddprototype.game.controlador.MainGame game) { super(game);//from w ww. jav a 2 s . c om // 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("Intentar de nuevo", 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) { // hay que calcular el checkpoint donde debe aparecer segun la posicion donde murio if (es.danirod.jddprototype.game.modelo.VariablesGlobales.dificultad == 0) { // facil, todos los checkpoints if (es.danirod.jddprototype.game.modelo.VariablesGlobales.posicion_muerte < es.danirod.jddprototype.game.modelo.Constants.POSICION_JUGADOR[2]) es.danirod.jddprototype.game.modelo.VariablesGlobales.checkpoint = 0; else if (es.danirod.jddprototype.game.modelo.VariablesGlobales.posicion_muerte < es.danirod.jddprototype.game.modelo.Constants.POSICION_JUGADOR[4]) es.danirod.jddprototype.game.modelo.VariablesGlobales.checkpoint = 1; else if (es.danirod.jddprototype.game.modelo.VariablesGlobales.posicion_muerte < es.danirod.jddprototype.game.modelo.Constants.POSICION_JUGADOR[6]) es.danirod.jddprototype.game.modelo.VariablesGlobales.checkpoint = 2; else if (es.danirod.jddprototype.game.modelo.VariablesGlobales.posicion_muerte < es.danirod.jddprototype.game.modelo.Constants.POSICION_JUGADOR[8]) es.danirod.jddprototype.game.modelo.VariablesGlobales.checkpoint = 3; else es.danirod.jddprototype.game.modelo.VariablesGlobales.checkpoint = 4; } else if (es.danirod.jddprototype.game.modelo.VariablesGlobales.dificultad == 1) { // medio, solo checkpoints 1 y 3 if (es.danirod.jddprototype.game.modelo.VariablesGlobales.posicion_muerte < es.danirod.jddprototype.game.modelo.Constants.POSICION_JUGADOR[2]) es.danirod.jddprototype.game.modelo.VariablesGlobales.checkpoint = 0; else if (es.danirod.jddprototype.game.modelo.VariablesGlobales.posicion_muerte < es.danirod.jddprototype.game.modelo.Constants.POSICION_JUGADOR[4]) es.danirod.jddprototype.game.modelo.VariablesGlobales.checkpoint = 1; else if (es.danirod.jddprototype.game.modelo.VariablesGlobales.posicion_muerte < es.danirod.jddprototype.game.modelo.Constants.POSICION_JUGADOR[6]) es.danirod.jddprototype.game.modelo.VariablesGlobales.checkpoint = 1; else if (es.danirod.jddprototype.game.modelo.VariablesGlobales.posicion_muerte < es.danirod.jddprototype.game.modelo.Constants.POSICION_JUGADOR[8]) es.danirod.jddprototype.game.modelo.VariablesGlobales.checkpoint = 3; else es.danirod.jddprototype.game.modelo.VariablesGlobales.checkpoint = 3; } else { // dificil, sin checkpoints es.danirod.jddprototype.game.modelo.VariablesGlobales.checkpoint = 0; } // Here I go to the game screen again. game.setScreen(game.gameScreen); } }); menu.addCaptureListener(new ChangeListener() { @Override public void changed(ChangeEvent event, Actor actor) { // se reinician variables es.danirod.jddprototype.game.modelo.VariablesGlobales.muertes = 0; es.danirod.jddprototype.game.modelo.VariablesGlobales.saltos = 0; es.danirod.jddprototype.game.modelo.VariablesGlobales.checkpoint = 0; // 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:com.tumblr.oddlydrawn.nahlc.screens.LicenseScreen.java
License:Apache License
public LicenseScreen(Game g) { game = g;/* w w w . ja v a2 s .c om*/ stage = new Stage(new FitViewport(WIDTH, HEIGHT)); skin = new Skin(); assets = new Assets(); assets.initMainMenu(); Gdx.input.setInputProcessor(stage); FileHandle handle; handle = Gdx.files.internal(LICENSE_PATH); licenseString = handle.readString(); Table table = new Table(); table.setFillParent(true); stage.addActor(table); skin.add("default", new BitmapFont(Gdx.files.internal(FONT_PATH))); LabelStyle labelStyle = new LabelStyle(); labelStyle.font = skin.getFont("default"); skin.add("default", labelStyle); ScrollPaneStyle scrollPaneStyle = new ScrollPaneStyle(); skin.add("default", scrollPaneStyle); TextButtonStyle textButtonStyle = new TextButtonStyle(); textButtonStyle.font = skin.getFont("default"); textButtonStyle.up = new NinePatchDrawable(assets.getBoxPatch()); skin.add("default", textButtonStyle); Label license = new Label(licenseString, skin); ScrollPane scrollPane = new ScrollPane(license, skin); scrollPane.setFlickScroll(true); table.add(scrollPane); table.row(); TextButton backButton = new TextButton("Back", skin); table.add(backButton).padTop(TABLE_PAD); table.padTop(TABLE_PAD); table.padBottom(TABLE_PAD); table.row(); backButton.addListener(new ChangeListener() { public void changed(ChangeEvent event, Actor actor) { dispose(); game.setScreen(new MainMenuScreen(game)); } }); }
From source file:es.danirod.jddprototype.game.vista.MenuScreen.java
License:Open Source License
public MenuScreen(final es.danirod.jddprototype.game.controlador.MainGame game) { super(game);//from w w w.jav a 2 s . c om // 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. play = new TextButton("Jugar", skin); opciones = new TextButton("Opciones", skin); credits = new TextButton("Creditos", skin); salir = new TextButton("Salir", 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. logo = new Image(game.getManager().get("logo.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. play.addCaptureListener(new ChangeListener() { @Override public void changed(ChangeEvent event, Actor actor) { // Take me to the game screen! game.setScreen(game.gameScreen); } }); opciones.addCaptureListener(new ChangeListener() { @Override public void changed(ChangeEvent event, Actor actor) { game.setScreen(game.pantallaOpciones); } }); credits.addCaptureListener(new ChangeListener() { @Override public void changed(ChangeEvent event, Actor actor) { game.setScreen(game.creditsScreen); } }); salir.addCaptureListener(new ChangeListener() { @Override public void changed(ChangeEvent event, Actor actor) { Gdx.app.exit(); } }); // 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. logo.setPosition(440 - logo.getWidth() / 2, 290 - logo.getHeight()); play.setSize(200, 50); opciones.setSize(200, 50); credits.setSize(200, 50); salir.setSize(200, 50); play.setPosition(40, 252.5f); opciones.setPosition(40, 187.5f); credits.setPosition(40, 122.5f); salir.setPosition(40, 57.5f); // Do not forget to add actors to the stage or we wouldn't see anything. stage.addActor(play); stage.addActor(opciones); stage.addActor(logo); stage.addActor(credits); stage.addActor(salir); }
From source file:me.scarlet.undertailor.engine.Environment.java
License:Open Source License
public Environment(Undertailor tailor, String name) { this.name = name; this.events = new EventHelper(this); this.manager = tailor.getEnvironmentManager(); this.scheduler = new Scheduler(this); this.overworld = new OverworldController(tailor.getRenderer(), this, new FitViewport(640, 480)); this.ui = new UIController(this, tailor.getRenderer()); this.destroyed = false; }
From source file:me.scarlet.undertailor.manager.EnvironmentManager.java
License:Open Source License
public Viewport generateViewport() { switch (currentViewportType) { case STRETCH: return new StretchViewport(0F, 0F); case FIT:/*w w w . j a v a 2 s .com*/ return new FitViewport(0F, 0F); default: return null; } }
From source file:com.exovum.test.animation.AnimatorMenuScreen.java
License:Creative Commons License
public AnimatorMenuScreen(final Game game) { this.batch = new SpriteBatch(); this.game = game; screen = this; menuBackground = new Texture(Gdx.files.internal("beach-ocean-sea-bg/transparent-png/full_background.png")); menuMusic = Gdx.audio.newMusic(Gdx.files.internal("Carpe Diem.mp3")); stage = new Stage(new FitViewport(800, 480)); Gdx.input.setInputProcessor(stage);//from ww w.j ava 2s . c o m // Setup the UI skin. Pass the TextureAtlas too so it can find the default settings. TextureAtlas skinAtlas = new TextureAtlas(Gdx.files.internal("uiskin.atlas")); skin = new Skin(Gdx.files.internal("uiskin.json"), skinAtlas); mainTable = new Table(skin); //mainTable.defaults().expand().fill().padBottom(4f).padTop(4f); mainTable.setFillParent(true); // Add the title of the game at the top of the MenuScreen titleTable = new Table(skin); final Label titleLabel = new Label("Kordan Jirby", skin, "title"); titleLabel.setColor(Color.FIREBRICK); //titleLabel.setStyle(new Label.LabelStyle(titleFont, Color.FIREBRICK)); titleLabel.setAlignment(Align.center, Align.center); titleLabel.setPosition(stage.getWidth() / 2, stage.getHeight()); //titleLabel.setFontScale(2.0f); titleTable.defaults().expand().fill().padBottom(4f).padTop(4f); titleTable.add(titleLabel); titleTable.padBottom(10f); // Bottom/Base Table: left-child holds buttonTable for menu buttons, // right-child holds some text info ie instructions or credits baseTable = new Table(skin); baseTable.defaults().expand().fill().padBottom(10f).padTop(10f); // Add the buttons for the user to press: play, help, credits, exit TextButton playButton = new TextButton("Play Game", skin, "small-font"); TextButton helpButton = new TextButton("Instructions", skin, "small-font"); TextButton creditsButton = new TextButton("Credits", skin, "small-font"); TextButton exitButton = new TextButton("Exit", skin, "small-font"); Table buttonTable = new Table(skin); // Add the button table as the left-child to baseTable baseTable.add(buttonTable); //menuTable.setBackground("console2"); // Set the color of the BACKGROUND on the buttons Color buttonColor = Color.SKY; Gdx.app.log("AnimatorMenuScreen", "Color RGB SKY: " + Color.SKY.toString()); playButton.setColor(buttonColor); helpButton.setColor(buttonColor); creditsButton.setColor(buttonColor); exitButton.setColor(buttonColor); // Set the color of the TEXT on the buttons //buttonColor = new Color(0.845f, 0.845f, 0.845f, 1); buttonColor = new Color(0.91f, 0.91f, 0.91f, 1); playButton.getLabel().setColor(buttonColor); helpButton.getLabel().setColor(buttonColor); creditsButton.getLabel().setColor(buttonColor); exitButton.getLabel().setColor(buttonColor); buttonTable.defaults().expand().fill().padBottom(8f).padTop(2f); buttonTable.add(playButton).width(180f).height(60f).row(); buttonTable.add(helpButton).width(180f).height(60f).row(); buttonTable.add(creditsButton).width(180f).height(60f).row(); buttonTable.add(exitButton).width(180f).height(60f); buttonTable.padTop(30f).padBottom(30f); buttonTable.left(); /* Temporary removal of infoTable It was not easy for me to add hidden/new text and for the layouts to update correctly. Changing plan to create a new Screen for Credits (and instructions too). */ infoTable = new Table(skin); // = new Label("", skin, "small-font"); infoTable.setVisible(false); infoTable.defaults().expand().fill().padBottom(8f).padTop(2f); //baseTable.add(infoTable); // Add title table at the top of mainTable mainTable.add(titleTable).row(); // Add baseTable containing buttonTable to the next row of mainTable //mainTable.add(buttonTable); mainTable.add(baseTable); // Add mainTable to the stage stage.addActor(mainTable); // Event Listeners for the menu buttons playButton.addListener(new ChangeListener() { public void changed(ChangeEvent event, Actor actor) { Gdx.app.log("AnimatorMenuScreen", "Pressed playButton"); //game.setScreen(new AnimatorGameScreen(game, screen)); ((Game) Gdx.app.getApplicationListener()).setScreen(new AnimatorGameScreen(game, screen)); } }); helpButton.addListener(new ChangeListener() { public void changed(ChangeEvent event, Actor actor) { Gdx.app.log("AnimatorMenuScreen", "Pressed helpButton"); //game.setScreen(new InstructionsScreen(game, screen)); ((Game) Gdx.app.getApplicationListener()).setScreen(new InstructionsScreen(game, screen)); } }); creditsButton.addListener(new ChangeListener() { public void changed(ChangeEvent event, Actor actor) { Gdx.app.log("AnimatorMenuScreen", "Pressed creditsButton"); //game.setScreen(new CreditsScreen(game, screen)); ((Game) Gdx.app.getApplicationListener()).setScreen(new CreditsScreen(game, screen)); /* * Attempt at adding text next to the buttons. * Status: Unsuccessful. Updating the layout once adding the credits text * does not update as easily as I hoped. * Changing plan to use different Screens for Credits & Instructions. // If the table is visible and already showing credits, then 'minimize' infoTable if(infoTable.isVisible() && infoTable.getName() != null && infoTable.getName().equals("Credits")) { Gdx.app.log("AnimatorMenuScreen", "Hide the credits menu"); infoTable.setVisible(false); infoTable.clearChildren(); } else { Gdx.app.log("AnimatorMenuScreen", "Display the credits text"); // Otherwise, make the infoTable visible and set text to the credits infoTable.setVisible(true); infoTable.clearChildren(); //infoTable.center(); Label musicLabel = new Label("Music\n" + "Pixel Peeker Polka - slower Kevin MacLeod (incompetech.com)\n" + "Licensed under Creative Commons: By Attribution 3.0 License\n" + "http://creativecommons.org/licenses/by/3.0/", skin, "small-font"); musicLabel.setColor(Color.BLACK); //infoTable.addActor(musicLabel); infoTable.addActor(musicLabel); infoTable.padLeft(20f); //musicLabel.setPosition(stage.getWidth() / 2 + 50, stage.getHeight() / 2 + 100, Align.right); infoTable.defaults().expand().fill().padBottom(8f).padTop(2f); musicLabel.setWidth(200f); //musicLabel.setWrap(true); musicLabel.setAlignment(Align.center); //musicLabel.setFillParent(true); // "Invalidates this actor's layout, causing layout() to happen next time // validate() is called infoTable.invalidate(); baseTable.invalidate(); infoTable.center(); //infoTable.setFillParent(true); //titleTable.add(musicLabel); } infoTable.setName("Credits"); */ } }); exitButton.addListener(new ChangeListener() { public void changed(ChangeEvent event, Actor actor) { Gdx.app.log("AnimatorMenuScreen", "Pressed exitButton - exiting application"); Gdx.app.exit(); } }); }
From source file:es.danirod.jumpdontdie.game.GameScreen.java
License:Open Source License
/** * Create the screen. Since this constructor cannot be invoked before libGDX is fully started, * it is safe to do critical code here such as loading assets and setting up the stage. * @param game//www. ja v a 2 s .c o m */ public GameScreen(MainGame game) { super(game); // Create a new Scene2D stage for displaying things. stage = new Stage(new FitViewport(640, 360)); position = new Vector3(stage.getCamera().position); // Create a new Box2D world for managing things. world = new World(new Vector2(0, -10), true); world.setContactListener(new GameContactListener()); // Get the sound effect references that will play during the game. jumpSound = game.getManager().get("audio/jump.ogg"); dieSound = game.getManager().get("audio/die.ogg"); backgroundMusic = game.getManager().get("audio/song.ogg"); }
From source file:es.danirod.jddprototype.game.GameScreen.java
License:Open Source License
/** * Create the screen. Since this constructor cannot be invoked before libGDX is fully started, * it is safe to do critical code here such as loading assets and setting up the stage. * @param game// w w w . j ava 2s . c o m */ public GameScreen(es.danirod.jddprototype.game.MainGame game) { super(game); // Create a new Scene2D stage for displaying things. stage = new Stage(new FitViewport(640, 360)); position = new Vector3(stage.getCamera().position); // Create a new Box2D world for managing things. world = new World(new Vector2(0, -10), true); world.setContactListener(new GameContactListener()); // Get the sound effect references that will play during the game. jumpSound = game.getManager().get("audio/jump.ogg"); dieSound = game.getManager().get("audio/die.ogg"); backgroundMusic = game.getManager().get("audio/song.ogg"); }
From source file:es.danirod.rectball.screens.AbstractScreen.java
License:Open Source License
@Override public void show() { if (stage == null) { boolean landscape = Gdx.graphics.getWidth() > Gdx.graphics.getHeight(); float ar = landscape ? (float) Gdx.graphics.getWidth() / Gdx.graphics.getHeight() : (float) Gdx.graphics.getHeight() / Gdx.graphics.getWidth(); float width = (float) VIEWPORT_WIDTH; float height = landscape ? width : width * ar; Viewport viewport = new FitViewport(width, height); stage = new Stage(viewport); }//from w ww . j ava 2 s . co m if (table == null) { table = new Table(); table.setFillParent(true); table.pad(STAGE_PADDING); stage.addActor(table); } else { table.clear(); } setUpInterface(table); Gdx.input.setCatchBackKey(true); if (handleBack) { InputMultiplexer multiplexer = new InputMultiplexer(); multiplexer.addProcessor(new BackButtonInputProcessor(game)); multiplexer.addProcessor(stage); Gdx.input.setInputProcessor(multiplexer); } else { Gdx.input.setInputProcessor(stage); } }