Esempio n. 1
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  private void drawCullingRectangles(ShapeRenderer shapeRenderer, Color color) {
    for (BoundingBox br : boundingBoxes) {

      Rectangle r = br.rectangle;
      Rectangle cullingArea = getCullingArea(tmpRectangle, r, angleRad, position, scale);

      shapeRenderer.set(ShapeRenderer.ShapeType.Filled);

      Color fillColor = tmpColor.set(color);
      fillColor.a *= 0.25f;

      shapeRenderer.setColor(fillColor);

      shapeRenderer.rect(cullingArea.x, cullingArea.y, cullingArea.width, cullingArea.height);

      tmp.set(r.x, r.y).rotateRad(angleRad).add(position);
      tmp1.set(r.x + r.width, r.y).rotateRad(angleRad).add(position);
      tmp2.set(r.x + r.width, r.y + r.height).rotateRad(angleRad).add(position);
      tmp3.set(r.x, r.y + r.height).rotateRad(angleRad).add(position);

      shapeRenderer.set(ShapeRenderer.ShapeType.Line);
      shapeRenderer.setColor(color);

      shapeRenderer.line(tmp, tmp1);
      shapeRenderer.line(tmp1, tmp2);
      shapeRenderer.line(tmp2, tmp3);
      shapeRenderer.line(tmp3, tmp);
    }
  }
Esempio n. 2
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  @Override
  public void create() {
    mesh =
        new Mesh(
            true,
            3,
            0,
            new VertexAttribute(Usage.Position, 3, "a_Position"),
            new VertexAttribute(Usage.ColorPacked, 4, "a_Color"),
            new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoords"));
    float c1 = Color.toFloatBits(255, 0, 0, 255);
    float c2 = Color.toFloatBits(255, 0, 0, 255);
    ;
    float c3 = Color.toFloatBits(0, 0, 255, 255);
    ;

    mesh.setVertices(
        new float[] {-0.5f, -0.5f, 0, c1, 0, 0, 0.5f, -0.5f, 0, c2, 1, 0, 0, 0.5f, 0, c3, 0.5f, 1});

    texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));

    spriteBatch = new SpriteBatch();
    frameBuffer = new FrameBuffer(Format.RGB565, 128, 128, true);
    createShader(Gdx.graphics);
  }
  @Override
  public void create() {
    vbo =
        new VertexBufferObject(
            true,
            3,
            new VertexAttribute(VertexAttributes.Usage.Position, 2, "a_Position"),
            new VertexAttribute(VertexAttributes.Usage.TextureCoordinates, 2, "a_TexCoords"),
            new VertexAttribute(VertexAttributes.Usage.ColorPacked, 4, "a_Color"));
    float[] vertices =
        new float[] {
          -1,
          -1,
          0,
          0,
          Color.toFloatBits(1f, 0f, 0f, 1f),
          0,
          1,
          0.5f,
          1.0f,
          Color.toFloatBits(0f, 1f, 0f, 1f),
          1,
          -1,
          1,
          0,
          Color.toFloatBits(0f, 0f, 1f, 1f)
        };
    vbo.setVertices(vertices, 0, vertices.length);

    ibo = new IndexBufferObject(true, 3);
    ibo.setIndices(new short[] {0, 1, 2}, 0, 3);

    texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));
  }
Esempio n. 4
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  private void init(
      Criteria[] choiceCriteria,
      Criteria[][] choiceShortCriteria,
      String[][] choiceShorts,
      Criteria[][] choiceTextCriteria,
      String[][] choiceTexts,
      Criteria[][] proceedKeyCriteria,
      String[][] proceedKeys) {
    this.choiceCriteria = choiceCriteria;
    this.choiceShortCriteria = choiceShortCriteria;
    this.choiceShorts = choiceShorts;
    this.choiceTextCriteria = choiceTextCriteria;
    this.choiceTexts = choiceTexts;
    this.proceedKeyCriteria = proceedKeyCriteria;
    this.proceedKeys = proceedKeys;

    hasBeenSaid = false;

    madeChoice = false;
    choice = 0;
    font = new BitmapFont(Gdx.files.internal("main_text.fnt"));
    Color temp = character.speechColor;
    temp.a = 0.7f;
    font.setColor(temp);
    font.getData().setScale(1f);
  }
Esempio n. 5
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  private void drawFeatheredFullLine(
      Vector2 a, Vector2 b, float width, float feather, Color color) {
    checkMaxVerts(3 * 6);

    // Calculate the normal that defines the center rectangle
    norm.set(b);
    norm.sub(a);
    norm.rotate(90);
    norm.setLength(width / 2); // Scale to line width

    // Calculate the normal that defines feathering
    feath.set(norm);
    feath.setLength(feather / 2);

    zeroAlpha.set(color);
    zeroAlpha.a = 0;

    // ORDER OF RENDERING

    // 1                    2
    // top feather
    // 3                    4

    // center

    // 5                    6
    // bottom feather
    // 7                    8

    // Top feather
    tL.set(a).add(norm).add(feath);
    tR.set(b).add(norm).add(feath);
    bL.set(a).add(norm);
    bR.set(b).add(norm);

    // Draw it
    // Top feather  (1-2-3)
    uncheckedTriangle(tL.x, tL.y, tR.x, tR.y, bL.x, bL.y, zeroAlpha, zeroAlpha, color);
    uncheckedTriangle(tR.x, tR.y, bL.x, bL.y, bR.x, bR.y, zeroAlpha, color, color);

    // Center line
    tL.set(a).add(norm);
    tR.set(b).add(norm);
    bL.set(a).sub(norm);
    bR.set(b).sub(norm);

    // Draw it
    uncheckedTriangle(tL.x, tL.y, tR.x, tR.y, bL.x, bL.y, color, color, color);
    uncheckedTriangle(tR.x, tR.y, bL.x, bL.y, bR.x, bR.y, color, color, color);

    // Bottom feather
    tL.set(a).sub(norm);
    tR.set(b).sub(norm);
    bL.set(a).sub(norm).sub(feath);
    bR.set(b).sub(norm).sub(feath);

    // Draw it
    uncheckedTriangle(tL.x, tL.y, tR.x, tR.y, bL.x, bL.y, color, color, zeroAlpha);
    uncheckedTriangle(tR.x, tR.y, bL.x, bL.y, bR.x, bR.y, color, zeroAlpha, zeroAlpha);
  }
Esempio n. 6
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 @Override
 public void blend(Color source, Color dest, Color output) {
   output.r = (dest.r == 1) ? 1 : source.r / (1 - dest.r);
   output.g = (dest.g == 1) ? 1 : source.g / (1 - dest.g);
   output.b = (dest.b == 1) ? 1 : source.b / (1 - dest.b);
   output.a = dest.a;
   output.clamp();
 }
Esempio n. 7
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 @Override
 public void blend(Color source, Color dest, Color output) {
   output.r = (1 - ((1 - dest.r) * (1 - source.r)));
   output.g = (1 - ((1 - dest.g) * (1 - source.g)));
   output.b = (1 - ((1 - dest.b) * (1 - source.b)));
   output.a = dest.a;
   output.clamp();
 }
Esempio n. 8
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 @Override
 public void blend(Color source, Color dest, Color output) {
   output.r = min(source.r, dest.r);
   output.g = min(source.g, dest.g);
   output.b = min(source.b, dest.b);
   output.a = dest.a;
   output.clamp();
 }
Esempio n. 9
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 // TCOD_BKGND_OVERLAY
 @Override
 public void blend(Color source, Color dest, Color output) {
   output.r = source.r <= 0.5 ? 2 * (source.r) * dest.r : 1 - 2 * (1 - source.r) * (1 - dest.r);
   output.g = source.g <= 0.5 ? 2 * (source.g) * dest.g : 1 - 2 * (1 - source.g) * (1 - dest.g);
   output.b = source.b <= 0.5 ? 2 * (source.b) * dest.b : 1 - 2 * (1 - source.b) * (1 - dest.b);
   output.a = dest.a;
   output.clamp();
 }
Esempio n. 10
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 // JCOD Extension
 @Override
 public void blend(Color source, Color dest, Color output) {
   output.r = source.r * source.a + dest.r * (1 - source.a);
   output.g = source.g * source.a + dest.g * (1 - source.a);
   output.b = source.b * source.a + dest.b * (1 - source.a);
   output.a = dest.a;
   output.clamp();
 }
Esempio n. 11
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 @Override
 public void blend(Color source, Color dest, Color output) {
   output.r = (source.r == 0) ? 0 : 1 - (1 - dest.r) / source.r;
   output.g = (source.g == 0) ? 0 : 1 - (1 - dest.g) / source.g;
   output.b = (source.b == 0) ? 0 : 1 - (1 - dest.b) / source.b;
   output.a = dest.a;
   output.clamp();
 }
Esempio n. 12
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  private void generateBackground(float delta) {
    // float x = Time.getTime() * backgroundColorSpeed;
    backgroundColor.r = MathUtils.sin(Time.getTime() * backgroundColorSpeed * 0.8f) * 0.1f + 0.7f;
    backgroundColor.g = MathUtils.sin(Time.getTime() * backgroundColorSpeed * 0.7f) * 0.1f + 0.7f;
    backgroundColor.b = MathUtils.sin(Time.getTime() * backgroundColorSpeed * 0.9f) * 0.1f + 0.56f;

    Gdx.app.log("LOG", String.valueOf(backgroundColor.r));
  }
  @Override
  public void create() {
    String vertexShader =
        "attribute vec4 a_position;    \n"
            + "attribute vec4 a_color;\n"
            + "attribute vec2 a_texCoords;\n"
            + "varying vec4 v_color;"
            + "varying vec2 v_texCoords;"
            + "void main()                  \n"
            + "{                            \n"
            + "   v_color = vec4(a_color.x, a_color.y, a_color.z, 1); \n"
            + "   v_texCoords = a_texCoords; \n"
            + "   gl_Position =  a_position;  \n"
            + "}                            \n";
    String fragmentShader =
        "#ifdef GL_ES\n"
            + "precision mediump float;\n"
            + "#endif\n"
            + "varying vec4 v_color;\n"
            + "varying vec2 v_texCoords;\n"
            + "uniform sampler2D u_texture;\n"
            + "void main()                                  \n"
            + "{                                            \n"
            + "  gl_FragColor = v_color * texture2D(u_texture, v_texCoords);\n"
            + "}";

    shader = new ShaderProgram(vertexShader, fragmentShader);
    vbo =
        new VertexBufferObject(
            true,
            3,
            new VertexAttribute(VertexAttributes.Usage.Position, 2, "a_position"),
            new VertexAttribute(VertexAttributes.Usage.TextureCoordinates, 2, "a_texCoords"),
            new VertexAttribute(VertexAttributes.Usage.ColorPacked, 4, "a_color"));
    float[] vertices =
        new float[] {
          -1,
          -1,
          0,
          0,
          Color.toFloatBits(1f, 0f, 0f, 1f),
          0,
          1,
          0.5f,
          1.0f,
          Color.toFloatBits(0f, 1f, 0f, 1f),
          1,
          -1,
          1,
          0,
          Color.toFloatBits(0f, 0f, 1f, 1f)
        };
    vbo.setVertices(vertices, 0, vertices.length);
    indices = new IndexBufferObject(3);
    indices.setIndices(new short[] {0, 1, 2}, 0, 3);

    texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));
  }
Esempio n. 14
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 /**
  * Returns the color of this font. Changing the returned color will have no affect, {@link
  * #setColor(Color)} or {@link #setColor(float, float, float, float)} must be used.
  */
 public Color getColor() {
   int intBits = Float.floatToRawIntBits(color);
   Color color = this.tempColor;
   color.r = (intBits & 0xff) / 255f;
   color.g = ((intBits >>> 8) & 0xff) / 255f;
   color.b = ((intBits >>> 16) & 0xff) / 255f;
   color.a = ((intBits >>> 24) & 0xff) / 255f;
   return color;
 }
Esempio n. 15
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 /**
  * Sets light color
  *
  * <p>NOTE: you can also use colorless light with shadows, e.g. (0,0,0,1)
  *
  * @param newColor RGB set the color and Alpha set intensity
  * @see #setColor(float, float, float, float)
  */
 public void setColor(Color newColor) {
   if (newColor != null) {
     color.set(newColor);
   } else {
     color.set(DefaultColor);
   }
   colorF = color.toFloatBits();
   if (staticLight) dirty = true;
 }
Esempio n. 16
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 /**
  * @return the rendering color of this SpriteBatch. Manipulating the returned instance has no
  *     effect.
  */
 public Color getColor() {
   int intBits = NumberUtils.floatToIntColor(color);
   Color color = this.tempColor;
   color.r = (intBits & 0xff) / 255f;
   color.g = ((intBits >>> 8) & 0xff) / 255f;
   color.b = ((intBits >>> 16) & 0xff) / 255f;
   color.a = ((intBits >>> 24) & 0xff) / 255f;
   return color;
 }
Esempio n. 17
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 @Override
 public void blend(Color source, Color dest, Color output) {
   // can't use set/add/sub methods, they clamp too soon
   output.r = source.r + dest.r - 1;
   output.g = source.g + dest.g - 1;
   output.b = source.b + dest.b - 1;
   output.a = dest.a;
   output.clamp();
 }
Esempio n. 18
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 public void setColor(ObjectType type) {
   switch (type) {
     case RED:
       color = Color.valueOf(MainGame.COLOR_RED);
       break;
     case GREEN:
       color = Color.valueOf(MainGame.COLOR_GREEN);
       break;
   }
 }
Esempio n. 19
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 public static Color stringToColor(String string) {
   Color c = new Color();
   if (string.length() < 8) throw new IllegalArgumentException();
   //        int rgba = Integer.valueOf(string.substring(0, 8), 16);
   int r = Integer.valueOf(string.substring(0, 2), 16);
   int g = Integer.valueOf(string.substring(2, 4), 16);
   int b = Integer.valueOf(string.substring(4, 6), 16);
   int a = Integer.valueOf(string.substring(6, 8), 16);
   c.set(r / 255f, g / 255f, b / 255f, a / 255f);
   //        c.set(rgba);
   return c;
 }
Esempio n. 20
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 public void drawMenuBoxSelected(Vector2 position, float menuWidth, float menuHeight) {
   // TODO probably a better way to do this
   Color orgColor =
       new Color(com.nerddaygames.rupert.games.Protect.managers.AssetsManager.menuBox.getColor());
   Color color =
       new Color(com.nerddaygames.rupert.games.Protect.managers.AssetsManager.menuBox.getColor());
   color.a = color.a / 2;
   batch.setColor(color);
   com.nerddaygames.rupert.games.Protect.managers.AssetsManager.menuBox.draw(
       batch, position.x, position.y, menuWidth, menuHeight);
   batch.setColor(orgColor);
 }
 private float getColor(ColourDiffuse colourDiffuse) {
   String[] tokens = colourDiffuse.getValue().split(" ");
   if (tokens.length == 3)
     color.set(Float.valueOf(tokens[0]), Float.valueOf(tokens[1]), Float.valueOf(tokens[2]), 1);
   else
     color.set(
         Float.valueOf(tokens[0]),
         Float.valueOf(tokens[1]),
         Float.valueOf(tokens[2]),
         Float.valueOf(tokens[3]));
   return color.toFloatBits();
 }
Esempio n. 22
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  public void drawTriangle(
      int x, int y, float w, float h, double rotation, double speed, double color, double puls) {

    if (once == 0) {
      System.out.println("Triangle entered");
      // Image
      this.rectX = x;
      this.rectY = y;
      this.width = w;
      this.height = h;

      // Rotation purposes
      originX = x;
      originY = y;

      // Mesh Purposes
      float colour = Color.toFloatBits(0, 0, 0, 255); // default is black
      if (color == 1) {
        colour = Color.toFloatBits(255, 255, 255, 255); // set to white
      }
      float z = 0;
      float[] vertices = {x, y, z, colour, x, y, z, colour, x, y, z, colour};
      float[] verticesTri = {
        x, y, x, y, x, y,
      };
      this.verticesMesh = vertices;
      this.verticesPoly = verticesTri;

      this.speed = speed;
      this.rotation = rotation;
      this.color = color;
      this.pulsating = puls;

      once++;
    }

    // Triangle Polygon
    poly();

    // Image
    rectX -= this.speed;
    rectY -= this.speed;
    width += this.speed * 2;
    height += this.speed * 2;

    // Update Indices once after poly()
    if (once < 10) {
      indices = Helper.earclip.computeTriangles(verticesPoly).toArray();
      once++;
    }
  }
Esempio n. 23
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 public static void showTips(String text, float originX, float originY, Color color) {
   // Vector3 pos = new Vector3(originX, originY, 0.0f);
   // CameraController.getInstance(CameraController.class).worldToScreen(pos);
   TipsBillborad tip = allocTipsBillboard();
   tip.life = 0.0f;
   tip.text = text;
   tip.oringinX = originX;
   tip.oringinY = originY;
   tip.velocity.x = 0.0f;
   tip.velocity.y = Settings.UNIT * 0.2f;
   tip.color.r = color.r;
   tip.color.g = color.g;
   tip.color.b = color.b;
 }
Esempio n. 24
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  @Override
  public Tint tween(Tint a, Tint b, float value) {

    final Interpolation linear = Interpolation.linear;

    final Color colorA = a.color;
    final Color colorB = b.color;

    color.r = linear.apply(colorA.r, colorB.r, value);
    color.g = linear.apply(colorA.g, colorB.g, value);
    color.b = linear.apply(colorA.b, colorB.b, value);
    color.a = linear.apply(colorA.a, colorB.a, value);

    return this;
  }
Esempio n. 25
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  public void drawCircle(Vector2 center, float rad, float feath, int segs, Color col) {
    if (segs < 3) {
      throw new IllegalArgumentException("Segs must be > 3");
    }

    if (rad == 0) {
      return;
    }

    drawCircle(center, rad, segs, col);

    tmpCol1.set(col);
    tmpCol1.a = 0;

    drawArc(center, rad, rad + feath, segs, col, tmpCol1);
  }
Esempio n. 26
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  @Override
  public final void _render(SpriteBatch spriteBatch) {
    if (frozen) {
      // set shader
      float brightness = .5f / (freezeCounterMax / freezeCounter);
      spriteBatch.setShader(Shader.FREEZE_SHADER);
      spriteBatch.getShader().setUniformf("u_contrast", 1.1f);
      spriteBatch.getShader().setUniformf("u_brightness", brightness);

      // set color
      frozenColor.a = FROZEN_COLOR_START_ALPHA / (freezeCounterMax / freezeCounter);
      spriteBatch.setColor(frozenColor);

      // render
      doRender(spriteBatch);

      // reset shader
      spriteBatch.setShader(null);

      // reset color
      spriteBatch.setColor(Color.WHITE);
    } else {
      doRender(spriteBatch);
    }
  }
Esempio n. 27
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  @Override
  public void draw(Batch batch, float parentAlpha) {
    LibGDXTextureUtilities.checkLibGDXTexture((Reactor) getBinded());
    // calculate coordinates
    int index = GameRegistry.instance().getInventory().getItems().indexOf(this.coreObject);
    if (index == -1) { // bad guy
      remove();
      return;
    }
    int x = 2 + (48 * (index % 2));
    int y = 6 + (60 * (index / 2));

    // set them, with the appropriate offsets
    // TODO - this is extremely ugly, refactor it
    // TODO: Do not refactor. This is not my refactoring
    this.setX(700 + x);
    this.setY(480 - y - 48);

    // add "halo" if the item is selected
    if (((Item) coreObject).getIsSelected()) {
      batch.setColor(Color.rgba8888(0, 0.5f, 0.5f, 0.4f));
    } else {
      batch.setColor(Color.WHITE);
    }
    // TODO: Ugly large
    batch.draw(
        ((LibGDXTextureWrapper) ((Reactor) getBinded()).getImage()).getGdxTexture(),
        this.getX(),
        this.getY(),
        48,
        48);
  }
Esempio n. 28
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  /** Builds final vertices with vertex attributes like coordinates, color and region u/v */
  private void buildVertices() {
    vertices.clear();
    for (int i = 0; i < parts.size; i++) {
      float verts[] = parts.get(i);
      if (verts == null) continue;

      float[] fullVerts = new float[5 * verts.length / 2];
      int idx = 0;

      int col = i / rows;
      int row = i % rows;

      for (int j = 0; j < verts.length; j += 2) {
        fullVerts[idx++] = verts[j] + offset.x + x;
        fullVerts[idx++] = verts[j + 1] + offset.y + y;

        fullVerts[idx++] = color.toFloatBits();

        float u = (verts[j] % gridWidth) / gridWidth;
        float v = (verts[j + 1] % gridHeight) / gridHeight;
        if (verts[j] == col * gridWidth) u = 0f;
        if (verts[j] == (col + 1) * gridWidth) u = 1f;
        if (verts[j + 1] == row * gridHeight) v = 0f;
        if (verts[j + 1] == (row + 1) * gridHeight) v = 1f;
        u = region.getU() + (region.getU2() - region.getU()) * u;
        v = region.getV() + (region.getV2() - region.getV()) * v;
        fullVerts[idx++] = u;
        fullVerts[idx++] = v;
      }
      vertices.add(fullVerts);
    }
    dirty = false;
  }
  @Override
  public void render() {
    red.a = (red.a + Gdx.graphics.getDeltaTime() * 0.1f) % 1;

    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
    spriteBatch.begin();
    logoSprite.draw(spriteBatch);
    switch (renderMode) {
      case 0:
        font.getData().setScale(1);
        renderNormal("normal");
        break;
      case 1:
        font.getData().setScale(1);
        renderCached();
        break;
      case 2:
        font.getData().setScale(red.a + 0.5f);
        renderNormal("normal scaled");
        break;
      case 3:
        font.getData().setScale(1);
        renderCachedScaled();
        break;
    }
    spriteBatch.end();
  }
Esempio n. 30
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 @Override
 public short vertex(Vector3 pos, Vector3 nor, Color col, Vector2 uv) {
   if (vindex >= Short.MAX_VALUE) throw new GdxRuntimeException("Too many vertices used");
   if (col == null && colorSet) col = color;
   if (pos != null) {
     vertex[posOffset] = pos.x;
     if (posSize > 1) vertex[posOffset + 1] = pos.y;
     if (posSize > 2) vertex[posOffset + 2] = pos.z;
   }
   if (nor != null && norOffset >= 0) {
     vertex[norOffset] = nor.x;
     vertex[norOffset + 1] = nor.y;
     vertex[norOffset + 2] = nor.z;
   }
   if (col != null) {
     if (colOffset >= 0) {
       vertex[colOffset] = col.r;
       vertex[colOffset + 1] = col.g;
       vertex[colOffset + 2] = col.b;
       if (colSize > 3) vertex[colOffset + 3] = col.a;
     } else if (cpOffset > 0) vertex[cpOffset] = col.toFloatBits(); // FIXME cache packed color?
   }
   if (uv != null && uvOffset >= 0) {
     vertex[uvOffset] = uv.x;
     vertex[uvOffset + 1] = uv.y;
   }
   vertices.addAll(vertex);
   return (short) (vindex++);
 }