Java tutorial
/* * Pixel Dungeon * Copyright (C) 2012-2015 Oleg Dolya * * Shattered Pixel Dungeon * Copyright (C) 2014-2016 Evan Debenham * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/> */ package com.shatteredpixel.shatteredpixeldungeon.ui; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.GL20; import com.shatteredpixel.shatteredpixeldungeon.Assets; import com.watabou.noosa.Game; import com.watabou.noosa.NoosaScript; import com.watabou.noosa.NoosaScriptNoLighting; import com.watabou.noosa.SkinnedBlock; import com.watabou.noosa.ui.Component; public class Archs extends Component { private static final float SCROLL_SPEED = 20f; private SkinnedBlock arcsBg; private SkinnedBlock arcsFg; private static float offsB = 0; private static float offsF = 0; public boolean reversed = false; @Override protected void createChildren() { arcsBg = new SkinnedBlock(1, 1, Assets.ARCS_BG) { @Override protected NoosaScript script() { return NoosaScriptNoLighting.get(); } @Override public void draw() { //arch bg has no alpha component, this improves performance Gdx.gl.glBlendFunc(GL20.GL_ONE, GL20.GL_ZERO); super.draw(); Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); } }; arcsBg.autoAdjust = true; arcsBg.offsetTo(0, offsB); add(arcsBg); arcsFg = new SkinnedBlock(1, 1, Assets.ARCS_FG) { @Override protected NoosaScript script() { return NoosaScriptNoLighting.get(); } }; arcsFg.autoAdjust = true; arcsFg.offsetTo(0, offsF); add(arcsFg); } @Override protected void layout() { arcsBg.size(width, height); arcsBg.offset(arcsBg.texture.width / 4 - (width % arcsBg.texture.width) / 2, 0); arcsFg.size(width, height); arcsFg.offset(arcsFg.texture.width / 4 - (width % arcsFg.texture.width) / 2, 0); } @Override public void update() { super.update(); float shift = Game.elapsed * SCROLL_SPEED; if (reversed) { shift = -shift; } arcsBg.offset(0, shift); arcsFg.offset(0, shift * 2); offsB = arcsBg.offsetY(); offsF = arcsFg.offsetY(); } }