Android Open Source - DiceInDark Assets






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License

The source code is released under:

GNU General Public License

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Java Source Code

/*    Dice in the dark. D & D Android app for the blind and seeing impaired,
*    Copyright (C) 2013 Lovisa Irpa Helgadottir
*//from  ww w .  j a  v a  2  s.co  m
*    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.example.diceindark;

import java.util.ArrayList;
import java.util.List;

import com.example.framework.Sound;
import com.example.framework.gl.Animation;
import com.example.framework.gl.Texture;
import com.example.framework.gl.TextureRegion;
import com.example.framework.impl.GLGame;



public class Assets {

    public static Texture mainMenuScreen;
      public static TextureRegion mainMenuScreenRegion;
      
      public static Texture items;
      
      
      public static List<TextureRegion> D4;
      public static List<TextureRegion> D6;
      public static List<TextureRegion> D8;
      public static List<TextureRegion> D10;
      public static List<TextureRegion> D12;
      public static List<TextureRegion> D20;
      public static List<TextureRegion> D100;
      public static Animation D4_anim;
      public static Animation D6_anim;
      public static Animation D8_anim;
      public static Animation D10_anim;
      public static Animation D12_anim;
      public static Animation D20_anim;
      public static Animation D100_anim;
      public static Sound shakeDie;
      public static Sound rollDie;
      
      public static void load(GLGame game) {
        D4= new ArrayList<TextureRegion>();
        D6= new ArrayList<TextureRegion>();
        D8= new ArrayList<TextureRegion>();
        D10=new ArrayList<TextureRegion>();
        D12= new ArrayList<TextureRegion>();
        D20= new ArrayList<TextureRegion>();
        D100 = new ArrayList<TextureRegion>();
        mainMenuScreen = new Texture(game, "background.png");
        mainMenuScreenRegion = new TextureRegion(mainMenuScreen, 0, 0, 320, 480);
          
      items = new Texture(game,"atlas.png");
      
      D4.add(new TextureRegion(items, 480, 0, 160, 220));
      D4.add(new TextureRegion(items, 320, 0, 160, 220));
      D4.add(new TextureRegion(items, 160, 0, 160, 220));
      D4.add(new TextureRegion(items, 0, 0, 160, 220));
      
      D4_anim= new Animation(0.3f, D4.get(0),D4.get(1), D4.get(2),D4.get(3));
      

      D6.add(new TextureRegion(items, 645+800, 0, 160, 220));
      D6.add(new TextureRegion(items,645+640,0,160,220));
      D6.add(new TextureRegion(items, 645+480, 0, 160, 220));
      D6.add(new TextureRegion(items, 645+320, 0, 160, 220));
      D6.add(new TextureRegion(items, 645+160, 0, 160, 220));
      D6.add(new TextureRegion(items,645,0,160,220));
      
      D6_anim= new Animation(0.3f, D6.get(0),D6.get(1), D6.get(2),D6.get(3), D6.get(4),D6.get(5));
      

      D8.add(new TextureRegion(items, 1120, 220, 160, 220));
      D8.add(new TextureRegion(items,960,220,160,220));
      D8.add(new TextureRegion(items, 800, 220, 160, 220));
      D8.add(new TextureRegion(items,640,220,160,220));
      D8.add(new TextureRegion(items, 480, 220, 160, 220));
      D8.add(new TextureRegion(items, 320, 220, 160, 220));
      D8.add(new TextureRegion(items, 160, 220, 160, 220));
      D8.add(new TextureRegion(items,0,220,160,220));
      
      D8_anim= new Animation(0.3f, D8.get(0),D8.get(1), D8.get(2),D8.get(3), D8.get(4),D8.get(5),D8.get(6),D8.get(7));
      

      D10.add(new TextureRegion(items,0,480+240,160,220));
      D10.add(new TextureRegion(items, 160, 480+240, 160, 220));
      D10.add(new TextureRegion(items, 320, 480+240, 160, 220));
      D10.add(new TextureRegion(items, 480, 480+240, 160, 220));  
      D10.add(new TextureRegion(items,640,480+240,160,220));
      D10.add(new TextureRegion(items, 800, 480+240, 160, 220));
      D10.add(new TextureRegion(items,960,480+240,160,220));
      D10.add(new TextureRegion(items, 1120, 480+240, 160, 220));
      D10.add(new TextureRegion(items,1280,480+240,160,220));
      D10.add(new TextureRegion(items, 1440, 480+240, 160, 220));
      D10_anim= new Animation(0.3f, D10.get(0),D10.get(1), D10.get(2),D10.get(3), D10.get(4),D10.get(5),D10.get(6),D10.get(7),D10.get(8),D10.get(9));
      
      D12.add(new TextureRegion(items, 1440, 480, 160, 220));
      D12.add(new TextureRegion(items,1280,480,160,220));
      D12.add(new TextureRegion(items, 1120, 480, 160, 220));
      D12.add(new TextureRegion(items,960,480,160,220));
      D12.add(new TextureRegion(items, 800, 480, 160, 220));
      D12.add(new TextureRegion(items,640,480,160,220));
      D12.add(new TextureRegion(items, 480, 480, 160, 220));
      D12.add(new TextureRegion(items, 320, 480, 160, 220));
      D12.add(new TextureRegion(items, 160, 480, 160, 220));
      D12.add(new TextureRegion(items,0,480,160,220));
      D12.add(new TextureRegion(items, 1440, 220, 160, 220));
      D12.add(new TextureRegion(items,1280,220,160,220));
      
      D12_anim= new Animation(0.3f, D12.get(0),D12.get(1), D12.get(2),D12.get(3), D12.get(4),D12.get(5),D12.get(6),D12.get(7),D12.get(8),D12.get(9),D12.get(10),D12.get(11));
      
      D20.add(new TextureRegion(items, 1440+5, 480+920+50+10, 160, 220));
      D20.add(new TextureRegion(items,1280+5,480+920+50+10,160,220));
      D20.add(new TextureRegion(items, 1120+5, 480+920+50+10, 160, 220));
      D20.add(new TextureRegion(items,960+5,480+920+50+10,160,220));
      D20.add(new TextureRegion(items, 800+5, 480+920+50+10, 160, 220));
      D20.add(new TextureRegion(items,640+5,480+920+50+10,160,220));
      D20.add(new TextureRegion(items, 480+5, 480+920+50+10, 160, 220));
      D20.add(new TextureRegion(items, 320+5, 480+920+50+10, 160, 220));
      D20.add(new TextureRegion(items, 160+5, 480+920+50+10, 160, 220));
      D20.add(new TextureRegion(items,0+5,480+920+50+510,160,220));
      D20.add(new TextureRegion(items, 1440, 480+700+40, 160, 220));
      D20.add(new TextureRegion(items,1280,480+700+40,160,220));
      D20.add(new TextureRegion(items, 1120, 480+700+40, 160, 220));
      D20.add(new TextureRegion(items,960,480+700+40,160,220));
      D20.add(new TextureRegion(items, 800, 480+700+40, 160, 220));
      D20.add(new TextureRegion(items,640,480+700+40,160,220));
      D20.add(new TextureRegion(items, 480, 480+700+40, 160, 220));
      D20.add(new TextureRegion(items, 320, 480+700+40, 160, 220));
      D20.add(new TextureRegion(items, 160, 480+700+40, 160, 220));
      D20.add(new TextureRegion(items,0,480+700+40,160,220));
      D20_anim= new Animation(0.3f, D20.get(0),D20.get(1), D20.get(2),D20.get(3), D20.get(4),D20.get(5),D20.get(6),D20.get(7),D20.get(8),D20.get(9),D20.get(10),D20.get(11), D20.get(12),D20.get(13), D20.get(14),D20.get(15),D20.get(16),D20.get(17),D20.get(18),D20.get(19));
      
      
      D100.add(new TextureRegion(items,0,960,160,220));
      D100.add(new TextureRegion(items, 160, 960, 160, 220));
      D100.add(new TextureRegion(items, 320, 960, 160, 220));
      D100.add(new TextureRegion(items, 480, 960, 160, 220));  
      D100.add(new TextureRegion(items,640,960,160,220));
      D100.add(new TextureRegion(items, 800, 960, 160, 220));
      D100.add(new TextureRegion(items,960,960,160,220));
      D100.add(new TextureRegion(items, 1120, 960, 160, 220));
      D100.add(new TextureRegion(items,1280,960,160,220));
      D100.add(new TextureRegion(items, 1440, 960, 160, 220));
      D100_anim= new Animation(0.3f, D100.get(0),D100.get(1), D100.get(2),D100.get(3), D100.get(4),D100.get(5),D100.get(6),D100.get(7),D100.get(8),D100.get(9));
      
      
      rollDie=game.getAudio().newSound("ShakeAndRollDice-SoundBible.com-591494296.mp3");
      shakeDie = game.getAudio().newSound("ShakeDice-SoundBible.com-1630587513.mp3");
         
      }       

      public static void reload() {
        mainMenuScreen.reload();
        items.reload();

      }
      
      public static void playSound(Sound sound) {
              sound.play(1);
      }

      public static void playLoopSound(Sound sound) {
            sound.playloop(1);
    }
}




Java Source Code List

com.example.diceindark.Assets.java
com.example.diceindark.DiceInDark.java
com.example.diceindark.DiceRender.java
com.example.diceindark.DiceScreen.java
com.example.diceindark.Die.java
com.example.diceindark.MainMenuScreen.java
com.example.framework.AndroidFileIO.java
com.example.framework.Audio.java
com.example.framework.FileIO.java
com.example.framework.GameObject.java
com.example.framework.Game.java
com.example.framework.Graphics.java
com.example.framework.Input.java
com.example.framework.Pixmap.java
com.example.framework.Pool.java
com.example.framework.Screen.java
com.example.framework.Sound.java
com.example.framework.gl.Animation.java
com.example.framework.gl.BindableVertices.java
com.example.framework.gl.Camera2D.java
com.example.framework.gl.Font.java
com.example.framework.gl.SpriteBatcher.java
com.example.framework.gl.TextureRegion.java
com.example.framework.gl.Texture.java
com.example.framework.gl.Vertices.java
com.example.framework.impl.AccelerometerHandler.java
com.example.framework.impl.AndroidAudio.java
com.example.framework.impl.AndroidGraphics.java
com.example.framework.impl.AndroidInput.java
com.example.framework.impl.AndroidPixmap.java
com.example.framework.impl.AndroidSound.java
com.example.framework.impl.GLGame.java
com.example.framework.impl.GLGraphics.java
com.example.framework.impl.GLScreen.java
com.example.framework.impl.GestureHandler.java
com.example.framework.impl.KeyboardHandler.java
com.example.framework.impl.TouchHandler.java
com.example.framework.math.Circle.java
com.example.framework.math.OverlapTester.java
com.example.framework.math.Rectangle.java
com.example.framework.math.Vector2.java
com.plovergames.diceindark.Assets.java
com.plovergames.diceindark.DiceInDark.java
com.plovergames.diceindark.DiceRender.java
com.plovergames.diceindark.DiceScreen.java
com.plovergames.diceindark.Die.java
com.plovergames.diceindark.MainMenuScreen.java
com.plovergames.framework.AndroidFileIO.java
com.plovergames.framework.Audio.java
com.plovergames.framework.FileIO.java
com.plovergames.framework.GameObject.java
com.plovergames.framework.Game.java
com.plovergames.framework.Graphics.java
com.plovergames.framework.Input.java
com.plovergames.framework.Pixmap.java
com.plovergames.framework.Pool.java
com.plovergames.framework.Screen.java
com.plovergames.framework.Sound.java
com.plovergames.framework.gl.Animation.java
com.plovergames.framework.gl.BindableVertices.java
com.plovergames.framework.gl.Camera2D.java
com.plovergames.framework.gl.Font.java
com.plovergames.framework.gl.SpriteBatcher.java
com.plovergames.framework.gl.TextureRegion.java
com.plovergames.framework.gl.Texture.java
com.plovergames.framework.gl.Vertices.java
com.plovergames.framework.impl.AccelerometerHandler.java
com.plovergames.framework.impl.AndroidAudio.java
com.plovergames.framework.impl.AndroidGraphics.java
com.plovergames.framework.impl.AndroidInput.java
com.plovergames.framework.impl.AndroidPixmap.java
com.plovergames.framework.impl.AndroidSound.java
com.plovergames.framework.impl.GLGame.java
com.plovergames.framework.impl.GLGraphics.java
com.plovergames.framework.impl.GLScreen.java
com.plovergames.framework.impl.GestureHandler.java
com.plovergames.framework.impl.TouchHandler.java
com.plovergames.framework.math.Rectangle.java
com.plovergames.framework.math.Vector2.java