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, Camera camera) 

Source Link

Usage

From source file:com.battleforbronze.game.Screens.WorldRenderer.java

public WorldRenderer(Player1Hand h, Player2Hand h2, HUD p1HUD, HUD p2HUD, HUD turnNew) {
    p1Health = 20;//from   ww  w .j  av  a2  s .co  m
    p2Health = 20;
    cardOnFieldP1 = 0;
    RedTilesOnMapP1 = false;
    RedTilesOnMapP2 = false;
    highLightP1 = false;
    highLightP2 = false;
    p1OnFieldCards = new Array<Card>();
    p2OnFieldCards = new Array<Card>();
    p1OnFieldXY = new Array<OnField>();
    p2OnFieldXY = new Array<OnField>();
    playerOneHUD = p1HUD;
    playerTwoHUD = p2HUD;
    checkTurn = turnNew;
    cardSelected = false;
    menutime = true;
    instructiontime = false;
    gametime = false;
    playCard = new Card();
    instructions = new Texture("instructions.png");
    menu = new Texture("menu.png");
    p1Turn = new Texture("turnP1.png");
    p2Turn = new Texture("turnP2.png");
    border = new Texture("border.png");
    manaUsed = new Texture("manaUsed.png");
    map = new TmxMapLoader().load("map.tmx");
    buttonNotPressed = new Texture("button_notpressed.png");
    buttonPressed = new Texture("button_pressed.png");
    mana = new Texture("mana.png");
    clicked = new Cell();
    afterClick = new Cell();
    checkCell = new Cell();
    placeTile = new Cell();
    deckOne = new Deck1();
    deckTwo = new Deck2();
    click = new Vector3();
    deckThree = new Deck3();
    hand = h;
    hand2 = h2;
    gameSet = map.getTileSets().getTileSet("tiles");
    path = (TiledMapTileLayer) map.getLayers().get("path");
    base = (TiledMapTileLayer) map.getLayers().get("base");
    card = new Texture("Card.png");
    font = new BitmapFont();
    HealthP1 = new BitmapFont();
    HealthP2 = new BitmapFont();
    int mapWidth = map.getProperties().get("width", Integer.class);
    int mapHeight = map.getProperties().get("height", Integer.class);

    attkNum1 = new Texture("Numbers/Attack/A1.png");
    attkNum2 = new Texture("Numbers/Attack/A2.png");
    attkNum3 = new Texture("Numbers/Attack/A3.png");
    attkNum4 = new Texture("Numbers/Attack/A4.png");
    attkNum5 = new Texture("Numbers/Attack/A5.png");
    attkNum6 = new Texture("Numbers/Attack/A6.png");
    attkNum7 = new Texture("Numbers/Attack/A7.png");
    attkNum8 = new Texture("Numbers/Attack/A8.png");
    attkNum9 = new Texture("Numbers/Attack/A9.png");

    defNum1 = new Texture("Numbers/Defence/D1.png");
    defNum2 = new Texture("Numbers/Defence/D2.png");
    defNum3 = new Texture("Numbers/Defence/D3.png");
    defNum4 = new Texture("Numbers/Defence/D4.png");
    defNum5 = new Texture("Numbers/Defence/D5.png");
    defNum6 = new Texture("Numbers/Defence/D6.png");
    defNum7 = new Texture("Numbers/Defence/D7.png");
    defNum8 = new Texture("Numbers/Defence/D8.png");
    defNum9 = new Texture("Numbers/Defence/D9.png");

    frcNum1 = new Texture("Numbers/Force/F1.png");
    frcNum2 = new Texture("Numbers/Force/F2.png");
    frcNum3 = new Texture("Numbers/Force/F3.png");
    frcNum4 = new Texture("Numbers/Force/F4.png");
    frcNum5 = new Texture("Numbers/Force/F5.png");
    frcNum6 = new Texture("Numbers/Force/F6.png");
    frcNum7 = new Texture("Numbers/Force/F7.png");
    frcNum8 = new Texture("Numbers/Force/F8.png");
    frcNum9 = new Texture("Numbers/Force/F9.png");

    font.setColor(Color.BLACK);

    //        picture = new Texture("Player1.png");
    camera = new OrthographicCamera();
    guiCam = new OrthographicCamera();
    viewport = new FitViewport(V_WIDTH * 0.5f, V_HEIGHT * 0.5f, camera);
    guiViewport = new FitViewport(V_WIDTH * 0.5f, V_HEIGHT * 0.5f, guiCam);
    batch = new SpriteBatch();
    render = new OrthogonalTiledMapRenderer(map, batch);

    // move the x position of the camera
    camera.position.x = 432 / 2;
    guiCam.position.x = V_WIDTH / 2;
    // move the y position of the camera
    camera.position.y = 0 + (592 / 4);
    guiCam.position.y = V_HEIGHT / 2;
    // update the camera
    camera.update();

    // loads in the images
    //AssetManager.load();
}