@Override
  public void set(byte index, Inventory inventory) {
    SlotElement slot = m_slots[index];

    Entity item = inventory.item(index);
    ItemComponent itemComponent = itemMapper.get(item);
    m_slots[index].itemCountLabel.setText(Integer.toString(itemComponent.stackSize));

    TextureRegion region;
    SpriteComponent spriteComponent = spriteMapper.get(item);
    if (blockMapper.get(item) != null) {
      // hack
      region =
          m_client.m_world.m_tileRenderer.m_tilesAtlas.findRegion(
              spriteComponent.textureName.concat("-00"));
    } else {
      region = m_client.m_world.m_atlas.findRegion(spriteComponent.textureName);
    }

    Image slotImage = slot.itemImage;
    //        //m_blockAtlas.findRegion("stone"));
    slotImage.setDrawable(new TextureRegionDrawable(region));
    slotImage.setSize(region.getRegionWidth(), region.getRegionHeight());
    slotImage.setScaling(Scaling.fit);

    setHotbarSlotVisible(index, true);

    // do not exceed the max size/resort to horrible upscaling. prefer native size of each inventory
    // sprite.
    // .maxSize(region.getRegionWidth(), region.getRegionHeight()).expand().center();

  }
  public LoadingStage() {
    initViewport();

    // Get our textureatlas from the manager, then get assets
    TextureAtlas atlas = Game.GDXVars().getTextureAtlas(Paths.loadingPack);
    font = Game.GDXVars().getFont(Paths.defaultFont);

    // Create actors
    background = new Image(Game.GDXVars().getTexture(Paths.splashBackground));
    background.setSize(getWidth(), getHeight());
    loadingBar = new LoadingBar(atlas);
    loadingBar.setPosition(getWidth() / 2 - loadingBar.getWidth() / 2, loadingBar.getHeight() / 2f);

    // Add actors
    addActor(background);
    addActor(loadingBar);

    // Selection group
    selector =
        new AtlasSelector(
            Game.GDXVars().getTextureAtlas(Paths.charactersPack), Game.Save().characters);
    addActor(selector);
    selector.setPosition(getWidth() / 2f - selector.getWidth() / 2f, 130);

    progress = 0f;

    // Start the work
    startLoadingWork();
  }
Exemple #3
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 @Override
 public void update(double population) {
   float size = ((float) population / 10000) + 20;
   if (size < MIN_SIZE) size = MIN_SIZE;
   else if (size > MAX_SIZE) size = MAX_SIZE;
   settlementImage.setSize(size, size);
 }
 @Override
 public void layout() {
   image.setPosition(0, 0);
   image.setSize(64, 64);
   txtName.setPosition(64, getPrefHeight() - txtName.getPrefHeight() - 5);
   txtName.setSize(txtName.getPrefWidth(), txtName.getPrefHeight());
   txtSoul.setPosition(64, txtName.getY() - txtSoul.getPrefHeight() + 5);
   txtSoul.setSize(txtSoul.getPrefWidth(), txtSoul.getPrefHeight());
 }
  public SplashScreen(TestGame pGame) {
    game = pGame;

    tree =
        new Texture(
            Gdx.files.internal(
                "graphics/tree.png")); // http://openclipart.org/detail/1936/tree-by-harmonic
    christmasTree = new TextureRegion(tree, 0, 0, 450, 730);
    ball =
        new Texture(
            Gdx.files.internal(
                "graphics/ball.png")); // http://openclipart.org/detail/170738/decorative-ball-by-merlin2525-170738
    snow =
        new Texture(
            Gdx.files.internal(
                "graphics/snow.png")); // http://openclipart.org/detail/170738/decorative-ball-by-merlin2525-170738

    font = new BitmapFont(Gdx.files.internal("ui/test.fnt"), false);

    stage = new Stage();

    // our christmas tree
    Image ctree = new Image(christmasTree);
    ctree.setSize(296, 480); // scale the tree to the right size
    ctree.setPosition(-300, 0);
    ctree.addAction(moveTo(400 - 148, 0, 1f));
    ctree.setZIndex(0);
    stage.addActor(ctree);

    Image ballImage = new Image(ball);
    ballImage.setPosition(400 - 148 + 60, 170);

    ballImage.setOrigin(32, 32);
    ballImage.setColor(1, 1, 1, 0);
    ballImage.addAction(
        sequence(
            delay(1),
            parallel(fadeIn(1), rotateBy(360, 1)),
            delay(2f),
            new Action() {
              // custom action to switch to the menu screen
              @Override
              public boolean act(float delta) {
                game.setScreen(new MenuScreen(game));
                return false;
              }
            }));

    stage.addActor(ballImage);

    // create the snowflakes
    for (int i = 0; i < 10; i++) {
      spawnSnowflake();
    }
  }
  public void addToStage(Stage stage, int x, int y, int width, int height) {

    this.x = x;
    this.y = y;
    this.width = width;
    this.height = height;

    System.out.println("Drawn at " + x + " " + y + " Dimensions " + width + " " + height);

    Texture texture = new Texture(Gdx.files.internal("Fuego_Back.png"));
    frontImage = new Image(texture);
    frontImage.setSize(width, height);
    frontImage.setPosition(x, y);

    backImage.setPosition(x, y);
    backImage.setSize(Gdx.graphics.getWidth() / 2, Gdx.graphics.getWidth() / 2 * 4 / 3);
    backImage.addAction(Actions.scaleTo(0, 1));
    stage.addActor(frontImage);
    stage.addActor(backImage);
  }
 /**
  * Artifact that the user can buy after retiring and can then upgrade
  *
  * @param _amount Amount the artifact does
  * @param _cost Cost of artifact
  * @param _type Type of artifact
  * @param _game Game to put in
  */
 public BaseArtifact(double _amount, int _cost, TYPE _type, GameRenderer _game) {
   originalAmount = _amount;
   type = _type;
   game = _game;
   cost = _cost;
   offering = false;
   currentAmount = 0;
   level = 0;
   picture = new Image(AssetLoader.textureAtlas.findRegion(getName()));
   picture.setSize(128, 128);
   amount = originalAmount;
   setDescription();
 }
  public HotbarInventoryView(
      Stage stage,
      Skin skin,
      Inventory hotbarInventory,
      Inventory inventory,
      DragAndDrop dragAndDrop,
      OreClient client) {
    m_skin = skin;
    m_inventory = inventory;
    m_client = client;
    m_stage = stage;

    m_hotbarInventory = hotbarInventory;
    // attach to the inventory model
    m_hotbarInventory.addListener(this);

    container = new Table(m_skin);
    container.setFillParent(true);
    container.top().left().setSize(800, 100);
    container.padLeft(10).padTop(10);

    container.defaults().space(4);

    stage.addActor(container);

    Image dragImage = new Image();
    dragImage.setSize(32, 32);

    for (byte i = 0; i < Inventory.maxHotbarSlots; ++i) {

      Image slotImage = new Image();

      SlotElement element = new SlotElement();
      m_slots[i] = element;

      element.itemImage = slotImage;

      Table slotTable = new Table(m_skin);
      element.table = slotTable;
      slotTable.setTouchable(Touchable.enabled);
      slotTable.addListener(new SlotClickListener(this, i));
      slotTable.addListener(new SlotInputListener(this, i));

      slotTable.add(slotImage);
      slotTable.background("default-pane");

      slotTable.row();

      Label itemCount = new Label(null, m_skin);
      slotTable.add(itemCount).bottom().fill();
      element.itemCountLabel = itemCount;

      //            container.add(slotTable).size(50, 50);
      container.add(slotTable).fill().size(50, 50);
      setHotbarSlotVisible(i, false);

      dragAndDrop.addSource(new HotbarDragSource(slotTable, i, dragImage, this));

      dragAndDrop.addTarget(new HotbarDragTarget(slotTable, i, this));
    }

    m_tooltip = new Label(null, m_skin);
    stage.addActor(m_tooltip);
  }