com.turbogerm.helljump.game.character.graphics.CharacterHeadGraphics.java Source code

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Here is the source code for com.turbogerm.helljump.game.character.graphics.CharacterHeadGraphics.java

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/*
 * The MIT License (MIT)
 * 
 * Copyright (c) 2013 Goran Mrzljak
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */
package com.turbogerm.helljump.game.character.graphics;

import com.badlogic.gdx.assets.AssetManager;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.math.Vector2;
import com.turbogerm.helljump.resources.ResourceNames;

public final class CharacterHeadGraphics extends CharacterGraphicsBase {

    private static final float OFFSET_X = 0.0f;
    private static final float OFFSET_Y = 0.35f;
    private static final float WIDTH = 1.0f;
    private static final float HEIGHT = 1.15f;

    public static final Color DEFAULT_COLOR;

    private final Sprite mSprite;
    private final Color mColor;

    static {
        DEFAULT_COLOR = new Color(0.57f, 0.74f, 0.79f, 1.0f);
    }

    public CharacterHeadGraphics(AssetManager assetManager) {

        TextureAtlas atlas = assetManager.get(ResourceNames.CHARACTER_ATLAS);
        mSprite = atlas.createSprite(ResourceNames.CHARACTER_HEAD_IMAGE_NAME);
        mSprite.setSize(WIDTH, HEIGHT);

        mColor = new Color();
    }

    @Override
    public void reset() {
        mColor.set(DEFAULT_COLOR);
    }

    @Override
    public void render(SpriteBatch batch, Vector2 characterPosition) {
        mSprite.setColor(mColor);
        mSprite.setPosition(characterPosition.x + OFFSET_X, characterPosition.y + OFFSET_Y);
        mSprite.draw(batch);
    }

    public void setColor(Color color) {
        mColor.set(color);
    }
}