com.shatteredpixel.shatteredpixeldungeon.ui.Archs.java Source code

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Here is the source code for com.shatteredpixel.shatteredpixeldungeon.ui.Archs.java

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/*
 * 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();
    }
}