List of usage examples for com.badlogic.gdx.graphics Pixmap Pixmap
public Pixmap(byte[] encodedData, int offset, int len)
From source file:com.finalproject.MainGame.EndScreen.java
public void create() { batch = new SpriteBatch(); stage = new Stage(); Gdx.input.setInputProcessor(stage);/*from w ww .j a v a 2 s . co m*/ skin = new Skin(); // Generate a 1x1 white texture and store it in the skin named "black". Pixmap pixmap = new Pixmap(100, 75, Format.RGBA8888); pixmap.setColor(Color.BLACK); pixmap.fill(); skin.add("black", new Texture(pixmap)); BitmapFont bfont = new BitmapFont(); BitmapFont titleFont = new BitmapFont(); titleFont.getData().setScale(1); bfont.getData().setScale(1); skin.add("default", bfont); TextButtonStyle textButtonStyle = new TextButtonStyle(); textButtonStyle.up = skin.newDrawable("black", Color.DARK_GRAY); textButtonStyle.down = skin.newDrawable("black", Color.DARK_GRAY); textButtonStyle.checked = skin.newDrawable("black", Color.BLUE); textButtonStyle.over = skin.newDrawable("black", Color.LIGHT_GRAY); LabelStyle textLabelStyle = new LabelStyle(); textLabelStyle.font = skin.getFont("default"); textButtonStyle.font = skin.getFont("default"); // Import the fonts for the Loose label skin.add("default", textButtonStyle); skin.add("default", textLabelStyle); // Add the end screen label final Label title = new Label(" Y o u L o s e ! ", textLabelStyle); title.setPosition(265, 300); stage.addActor(title); }
From source file:com.finalproject.MainGame.MenuScreen.java
public void create() { // play the start screen sound AssetManager.splash.play();/*w ww . j a v a2 s . c o m*/ batch = new SpriteBatch(); stage = new Stage(); Gdx.input.setInputProcessor(stage); skin = new Skin(); // Generate a 1x1 white texture and store it in the skin named "black". Pixmap pixmap = new Pixmap(100, 75, Format.RGBA8888); pixmap.setColor(Color.BLACK); pixmap.fill(); skin.add("black", new Texture(pixmap)); BitmapFont bfont = new BitmapFont(); BitmapFont titleFont = new BitmapFont(); titleFont.getData().setScale(1); bfont.getData().setScale(1); skin.add("default", bfont); TextButtonStyle textButtonStyle = new TextButtonStyle(); textButtonStyle.up = skin.newDrawable("black", Color.DARK_GRAY); textButtonStyle.down = skin.newDrawable("black", Color.DARK_GRAY); textButtonStyle.checked = skin.newDrawable("black", Color.BLUE); textButtonStyle.over = skin.newDrawable("black", Color.LIGHT_GRAY); LabelStyle textLabelStyle = new LabelStyle(); textLabelStyle.font = skin.getFont("default"); textButtonStyle.font = skin.getFont("default"); // Import the fonts for the start button and the instructions skin.add("default", textButtonStyle); skin.add("default", textLabelStyle); // Add the start button and instructions labels final TextButton textButton = new TextButton("Start", textButtonStyle); final Label title = new Label("Call of Duty Ghosts - NAWN Edition", textLabelStyle); final Label Instructions = new Label(" W, A, S, D keys to move the player around ", textLabelStyle); final Label Instructions2 = new Label(" Left click to shoot ", textLabelStyle); //set the position of the start button and the instructions labels title.setPosition(210, 400); Instructions.setPosition(190, 150); Instructions2.setPosition(280, 100); textButton.setPosition(275, 300); //import the buttons and labels into the gameScreen stage.addActor(title); stage.addActor(Instructions); stage.addActor(Instructions2); stage.addActor(textButton); //add a listener to determine when the start button has been Clicked textButton.addListener(new ChangeListener() { public void changed(ChangeEvent event, Actor actor) { //When the start button has been clicked // remove the start button // start the game // turn of the start screen music textButton.remove(); g.setScreen(new MainGame(g)); AssetManager.splash.dispose(); } }); }
From source file:com.finalproject.MainGame.WinScreen.java
public void create() { batch = new SpriteBatch(); stage = new Stage(); Gdx.input.setInputProcessor(stage);//from www . j av a 2 s . c om skin = new Skin(); // Generate a 1x1 white texture and store it in the skin named "black". Pixmap pixmap = new Pixmap(100, 75, Format.RGBA8888); pixmap.setColor(Color.BLACK); pixmap.fill(); skin.add("black", new Texture(pixmap)); BitmapFont bfont = new BitmapFont(); BitmapFont titleFont = new BitmapFont(); titleFont.getData().setScale(1); bfont.getData().setScale(1); skin.add("default", bfont); TextButtonStyle textButtonStyle = new TextButtonStyle(); textButtonStyle.up = skin.newDrawable("black", Color.DARK_GRAY); textButtonStyle.down = skin.newDrawable("black", Color.DARK_GRAY); textButtonStyle.checked = skin.newDrawable("black", Color.BLUE); textButtonStyle.over = skin.newDrawable("black", Color.LIGHT_GRAY); LabelStyle textLabelStyle = new LabelStyle(); textLabelStyle.font = skin.getFont("default"); textButtonStyle.font = skin.getFont("default"); // Import the fonts for the Win label skin.add("default", textButtonStyle); skin.add("default", textLabelStyle); // Add the Win screen Label final Label title = new Label(" Y o u W i n! ", textLabelStyle); title.setPosition(265, 300); stage.addActor(title); }
From source file:com.gamejolt.mikykr5.ceidecpong.GameCore.java
License:Open Source License
@Override public void create() { AsyncAssetLoader loader = AsyncAssetLoader.getInstance(); // Set up rendering fields and settings. ShaderProgram.pedantic = false; // Not passing all variables to a shader will not close the game. batch = new SpriteBatch(); batch.enableBlending();/*ww w .j av a 2 s.c o m*/ batch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); pixelPerfectCamera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Prepare the fading effect. Pixmap pixmap = new Pixmap(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), Format.RGBA4444); pixmap.setColor(0, 0, 0, 1); pixmap.fill(); fadeTexture = new Texture(pixmap); pixmap.dispose(); // Create the initial interpolators and start with a fade in effect. alpha = new MutableFloat(1.0f); fadeOut = Tween.to(alpha, 0, 0.5f).target(1.0f).ease(TweenEquations.easeInQuint); fadeIn = Tween.to(alpha, 0, 2.5f).target(0.0f).ease(TweenEquations.easeInQuint); fadeIn.start(); fading = true; // Create application states. states = new BaseState[game_states_t.getNumStates()]; try { states[game_states_t.LOGO_SCREEN.getValue()] = new LogoScreenState(this); states[game_states_t.MAIN_MENU.getValue()] = new MainMenuState(this); states[game_states_t.IN_GAME.getValue()] = new InGameState(this); states[game_states_t.LOADING.getValue()] = new LoadingState(this); states[game_states_t.QUIT.getValue()] = null; } catch (IllegalArgumentException e) { Gdx.app.error(TAG, CLASS_NAME + ".create(): Illegal argument caught creating states: ", e); System.exit(1); return; } // Register every state as an AssetsLoadedListener if the state implements the interface. for (BaseState state : states) { if (state != null && state instanceof AssetsLoadedListener) loader.addListener((AssetsLoadedListener) state); } AsyncAssetLoader.freeInstance(); loader = null; // Set the initial current and next states. currState = game_states_t.LOGO_SCREEN; nextState = null; this.setScreen(states[currState.getValue()]); // Set log level if (ProjectConstants.DEBUG) { Gdx.app.setLogLevel(Application.LOG_DEBUG); } else { Gdx.app.setLogLevel(Application.LOG_NONE); } }
From source file:com.gdx.extension.ui.color.SlideColorPicker.java
License:Apache License
/** * Generate the slider background./*from w ww .jav a 2 s .co m*/ */ public void initialize() { pixMap = new Pixmap((int) getWidth(), (int) getHeight(), Format.RGBA8888); int _colorMin = (int) colorRange.x; int _colorMax = (int) colorRange.y; int _colorCount = (_colorMax - _colorMin); float _scaleRatio = (float) _colorCount / ((isVertical) ? pixMap.getHeight() : pixMap.getWidth()); for (int i = 0; i <= (isVertical ? pixMap.getHeight() : pixMap.getWidth()); i++) { Color _color = ColorUtil.getHSBColor((i * _scaleRatio + _colorMin) / ((float) _colorMax), saturation, brightness); pixMap.setColor(_color.getRed() / 256f, _color.getGreen() / 256f, _color.getBlue() / 256f, _color.getAlpha() / 256f); if (isVertical) pixMap.drawLine(0, i, pixMap.getWidth(), i); else pixMap.drawLine(i, 0, i, pixMap.getHeight()); } TextureRegionDrawable _background = new TextureRegionDrawable(new TextureRegion(new Texture(pixMap))); if (isVertical) _background.getRegion().flip(false, true); getStyle().background = _background; setStyle(getStyle()); pixMap.dispose(); }
From source file:com.gdx.extension.ui.color.SwatchesColorPicker.java
License:Apache License
/** * Initialize the color picker by adding items. *//* w ww . ja v a2s.c om*/ protected void initialize() { for (Color _color : preset.getColors()) { Pixmap _pixMap = new Pixmap((int) getItemWidth(), (int) getItemHeight(), Format.RGBA8888); _pixMap.setColor(_color); _pixMap.fill(); SwatchesColorPickerGridItem _item = new SwatchesColorPickerGridItem(style, new Image(new Texture(_pixMap)), _color); _pixMap.dispose(); addItem(_item); } }
From source file:com.github.skittishSloth.openSkies.maps.MapGenerator.java
public Texture generateTexture(final int width, final int height, final int tileSize) { final TerrainTile[][] tiles = generateTiles(width, height); final Pixmap pm = new Pixmap(width * tileSize, height * tileSize, Pixmap.Format.RGBA8888); for (int x = 0; x < width; ++x) { for (int y = 0; y < height; ++y) { final TerrainTile tile = tiles[x][y]; final Color c = tile.getTemperatureColor(); pm.setColor(c);/*from w w w .j a va 2 s. c o m*/ pm.fillRectangle(x * tileSize, y * tileSize, tileSize, tileSize); } } final Texture res = new Texture(pm); pm.dispose(); return res; }
From source file:com.github.skittishSloth.openSkies.maps.MapGenerator.java
public Texture generateElevationTexture(final TerrainTile[][] tiles, final int width, final int height, final int tileSize) { final Pixmap pm = new Pixmap(width * tileSize, height * tileSize, Pixmap.Format.RGBA8888); for (int x = 0; x < width; ++x) { for (int y = 0; y < height; ++y) { final TerrainTile tile = tiles[x][y]; final Color c = tile.getElevationColor(); pm.setColor(c);/*from w ww . ja va 2s . com*/ pm.fillRectangle(x * tileSize, y * tileSize, tileSize, tileSize); } } final Texture res = new Texture(pm); pm.dispose(); return res; }
From source file:com.github.skittishSloth.openSkies.maps.MapGenerator.java
public Texture generateRawElevationTexture(final TerrainTile[][] tiles, final int width, final int height, final int tileSize) { final Pixmap pm = new Pixmap(width * tileSize, height * tileSize, Pixmap.Format.RGBA8888); for (int x = 0; x < width; ++x) { for (int y = 0; y < height; ++y) { final TerrainTile tile = tiles[x][y]; final Color c = tile.getRawElevationColor(); pm.setColor(c);/*from ww w .ja va 2 s. c o m*/ pm.fillRectangle(x * tileSize, y * tileSize, tileSize, tileSize); } } final Texture res = new Texture(pm); pm.dispose(); return res; }
From source file:com.github.skittishSloth.openSkies.maps.MapGenerator.java
public Texture generateTemperatureTexture(final TerrainTile[][] tiles, final int width, final int height, final int tileSize) { final Pixmap pm = new Pixmap(width * tileSize, height * tileSize, Pixmap.Format.RGBA8888); for (int x = 0; x < width; ++x) { for (int y = 0; y < height; ++y) { final TerrainTile tile = tiles[x][y]; final Color c = tile.getTemperatureColor(); pm.setColor(c);/* w w w . ja va2s . c om*/ pm.fillRectangle(x * tileSize, y * tileSize, tileSize, tileSize); } } final Texture res = new Texture(pm); pm.dispose(); return res; }