Пример #1
0
  @Override
  public void render(float delta) {
    Gdx.gl.glClearColor(0.39f, 0.58f, 0.92f, 1.0f);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    // Update deltaTime & animationTime
    deltaTime = Gdx.graphics.getDeltaTime();
    animationTime += Gdx.graphics.getDeltaTime();

    // Store Spritesheet to sprite
    sprite = new Sprite(animation.getKeyFrame(animationTime, true));
    sprite.setPosition(xPosition, 0);
    sprite.setScale(1.8f);

    // Set camera to batch and undate camera
    batch.setProjectionMatrix(camera.combined);
    camera.update();

    tiledMapRenderer.setView(camera);
    tiledMapRenderer.render(background);
    tiledMapRenderer.render(foreground);

    // Display on Screen
    batch.begin();
    sprite.draw(batch);
    batch.end();

    // update xPosition
    xPosition = xPosition + (speed * deltaTime);

    HUDBatch.begin();
    font1.draw(HUDBatch, "SCORE:100", 100, 450);
    HUDBatch.end();
  }
Пример #2
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 /**
  * An Entity with a square physics Body.
  *
  * @param sprite the sprite for this
  * @param friction the coefficient of friction for this
  * @param restitution the restitution for this
  * @param world the physics world that is in
  * @param mass the mass of this in grams
  * @param x the x ordinate of this in pixels
  * @param y the y ordinate of this in pixels
  * @param isStatic if this is capable of having motion
  * @param canRotate if this is capable of rotating
  */
 public SpriteEntity(
     float scale,
     Sprite sprite,
     float friction,
     float restitution,
     World world,
     float mass,
     float x,
     float y,
     boolean isStatic,
     boolean canRotate) {
   this(
       scale,
       sprite,
       friction,
       restitution,
       world,
       mass,
       x,
       y,
       sprite.getWidth(),
       sprite.getHeight(),
       isStatic,
       canRotate);
 }
Пример #3
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 /** Draw 描画 */
 public void Draw() {
   hp.draw(GameMain.spriteBatch);
   scrollRight.draw(GameMain.spriteBatch);
   scroll.draw(GameMain.spriteBatch);
   chakra.draw(GameMain.spriteBatch);
   hyoutan.draw(GameMain.spriteBatch);
 }
Пример #4
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 /**
  * Returns the position of the Entity.
  *
  * @return the position, in Vector2 form
  */
 public Vector2 getOriginPosition() {
   if (sprite != null) {
     return new Vector2(sprite.getX() + sprite.getOriginX(), sprite.getY() + sprite.getOriginY());
   } else {
     return new Vector2((edges[0].x + edges[1].x) / 2, (edges[0].y + edges[1].y) / 2);
   }
 }
Пример #5
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  public void render(float delta) {
    Gdx.gl.glClearColor(0, 0, 0.2f, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    // tell the camera to update its matrices.
    camera.update(
        car.body.getPosition().x * PIXELS_PER_METER, car.body.getPosition().y * PIXELS_PER_METER);

    spriteBatch.setProjectionMatrix(camera.getCombined());

    if (Gdx.input.isKeyPressed(Input.Keys.UP) || Gdx.input.isTouched()) {
      car.setAccelerate(Car.ACC_ACCELERATE);
    } else if (Gdx.input.isKeyPressed(Input.Keys.DOWN)) {
      car.setAccelerate(Car.ACC_BRAKE);
    } else {
      car.setAccelerate(Car.ACC_NONE);
    }

    if (Gdx.input.isKeyPressed(Input.Keys.LEFT) || Gdx.input.getAccelerometerY() < -2.5) {
      car.setSteer(Car.STEER_HARD_LEFT);
    } else if (Gdx.input.getAccelerometerY() < -1) {
      car.setSteer(Car.STEER_LEFT);
    } else if (Gdx.input.isKeyPressed(Input.Keys.RIGHT) || Gdx.input.getAccelerometerY() > 2.5) {
      car.setSteer(Car.STEER_HARD_RIGHT);
    } else if (Gdx.input.getAccelerometerY() > 1) {
      car.setSteer(Car.STEER_RIGHT);
    } else {
      car.setSteer(Car.STEER_NONE);
    }

    car.update(Gdx.app.getGraphics().getDeltaTime());

    /**
     * Have box2d update the positions and velocities (and etc) of all tracked objects. The second
     * and third argument specify the number of iterations of velocity and position tests to perform
     * -- higher is more accurate but is also slower.
     */
    world.step(Gdx.app.getGraphics().getDeltaTime(), 3, 3);

    world.clearForces();

    // draw the sprites
    spriteBatch.begin();

    playerSprite.setPosition(
        PIXELS_PER_METER * car.body.getPosition().x - playerTexture.getRegionWidth() / 2,
        PIXELS_PER_METER * car.body.getPosition().y - playerTexture.getRegionHeight() / 2);
    playerSprite.setRotation((MathUtils.radiansToDegrees * car.body.getAngle()));

    playerSprite.setFlip(false, true);
    playerSprite.setScale(0.3f);

    playerSprite.draw(spriteBatch);

    spriteBatch.end();

    /** Draw this last, so we can see the collision boundaries on top of the sprites and map. */
    debugRenderer.render(
        world, camera.getCombined().scale(PIXELS_PER_METER, PIXELS_PER_METER, PIXELS_PER_METER));
  }
Пример #6
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 @Override
 public void draw(float delta, SpriteBatch spriteBatch) {
   for (Sprite cell : cells) {
     cell.draw(spriteBatch);
   }
   super.draw(delta, spriteBatch);
 }
  @Override
  public boolean touchDown(int screenX, int screenY, int pointer, int button) {
    unprojectVec.set(screenX, screenY, 0);
    cameraManager.getCamera().unproject(unprojectVec);

    float x = unprojectVec.x;
    float y = unprojectVec.y;

    if (state == GameState.RUNNING && pauseSprite.getBoundingRectangle().contains(x, y)) {
      soundController.playClick();
      state = GameState.PAUSED;
      resumeSprite.setAlpha(1);
    }

    if (state == GameState.PAUSED && resumeSprite.getBoundingRectangle().contains(x, y)) {
      soundController.playClick();
      state = GameState.RUNNING;
      resumeSprite.setAlpha(0);
    }

    if (state == GameState.GET_READY) {
      soundController.playClick();
      state = GameState.RUNNING;
      readySprite.setAlpha(0);
    }

    return false;
  }
Пример #8
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  /** @param path */
  public LoadTexture(String path) {
    array_Texs.add(new Texture(path));
    array_Texs.get(BACKGROUND).setFilter(TextureFilter.Linear, TextureFilter.Linear);
    array_Texs.add(new Texture(Gdx.files.internal("data/arrow-down.png")));
    array_Texs.add(new Texture(Gdx.files.internal("data/arrow-up.png")));
    array_Texs.add(new Texture(Gdx.files.internal("data/menu.png")));

    for (int i = 0; i < array_Texs.size(); i++) {
      array_TexRegions.add(
          new TextureRegion(
              array_Texs.get(i),
              0,
              0,
              array_Texs.get(i).getWidth(),
              array_Texs.get(i).getHeight()));
      array_Sprites.add(new Sprite(array_TexRegions.get(i)));
    }

    // 背景画像設定
    Sprite sprite = array_Sprites.get(BACKGROUND);
    sprite.setSize(sprite.getRegionWidth(), sprite.getRegionHeight());
    sprite.setOrigin(sprite.getWidth() / 2, sprite.getHeight() / 2);
    sprite.setPosition(-sprite.getWidth() / 2, -sprite.getHeight() / 2);
    array_Sprites.set(BACKGROUND, sprite);
  }
Пример #9
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  @Override
  protected void process(Entity e) {
    if (cullableMapper.get(e).culled) return;

    Sprite sprite = renderableMapper.get(e).sprite;
    sprite.draw(batch);
  }
Пример #10
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  public void render() { // the artistic drawing function that draws everything out (such talent)
    // make the frame ticker thing that actually makes pretty pictures move
    // in this case you are updating the world you just made
    // apparently you aren't suppose to update this in the render loop but w/e
    // also have no idea what 6 & 2 mean so again w/e (sensai plssss)
    world.step(Gdx.graphics.getDeltaTime(), 6, 2);

    // move the sprite with the body!
    sprite.setPosition(body.getPosition().x, body.getPosition().y);

    // just a limit for when it falls off the screen since there is no ground LOL
    System.out.println(body.getPosition().y);
    if (body.getPosition().y < (10)) {
      body.setAwake(false);
    } else {
      body.setAwake(true);
    }

    // Again not box2dStuff just cool things I added
    HandleTouch();

    // the Background color
    // This doesn't look like it does anything?    Gdx.gl.glClearColor(1, 1, 1, 1);

    // clears the background after each fram update
    // Same with this?    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    // this is where the sprite img is rendered and updated etc.
    batch.begin();
    batch.draw(sprite, sprite.getX(), sprite.getY());
    batch.end();
  }
Пример #11
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  @Override
  public void create() {
    final float w = Gdx.graphics.getWidth();
    final float h = Gdx.graphics.getHeight();
    // create the camera and the SpriteBatch
    camera = new OrthographicCamera();
    camera.setToOrtho(false, w, h);

    viewport = new FitViewport(VIRTUAL_WIDTH, VIRTUAL_HEIGHT, camera);

    batch = new SpriteBatch();

    img = new Texture(Gdx.files.internal("playerSprite_1.png"));

    // create a new sprite based on our image
    sprite = new Sprite(img);

    sprite.setPosition(ScreenWidth / 2 - playerWidth, ScreenHeight / 2 - playerHeight);
    tiledMap = new TmxMapLoader().load("ritualsite.tmx");
    tiledMapRenderer = new OrthogonalTiledMapRendererWithSprites(tiledMap);
    tiledMapRenderer.addSprite(sprite);

    Gdx.input.setInputProcessor(this);
    targetPos = new Vector2(sprite.getX(), sprite.getY());

    // create a sprite batch
    batch = new SpriteBatch();

    direction = new Vector2();
    playerDirection = new Vector2();
    getCollidingRects();
  }
Пример #12
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  @Override
  public void render(SpriteBatch sb) {
    delta = (TimeUtils.millis() - startTime + 700) / 1000;
    tweenManager.update(delta);
    bgManager.render(sb);

    sb.setProjectionMatrix(camera.combined);
    sb.begin();
    backButton.render(sb);
    randomCardButton.draw(sb);
    rareCardButton.draw(sb);

    Fonts.MFont.draw(
        sb, "Cost: " + randomCardCost, randomCardButton.getX(), randomCardButton.getY() - 40);
    Fonts.MFont.draw(
        sb, "Cost: " + rareCardCost, rareCardButton.getX(), rareCardButton.getY() - 40);

    Fonts.MFont.draw(
        sb,
        currGold,
        MainGame.WIDTH - Fonts.MFont.getBounds(currGold).width - 40,
        MainGame.HEIGHT - 50);

    if (showingCard) {
      sb.draw(alpha, 0, 0, MainGame.WIDTH, MainGame.HEIGHT);
      purchasedCard.render(
          new Vector2(
              MainGame.WIDTH / 2 - (Card.WIDTH / 2 * cardAnimSprite.getScaleX()),
              MainGame.HEIGHT / 2 - (Card.HEIGHT / 2 * cardAnimSprite.getScaleX())),
          cardAnimSprite.getScaleX(),
          sb);
      unlockedText.draw(sb);
    }
    sb.end();
  }
Пример #13
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  @Override
  public void create() {

    GeneralStorage.load();
    MenuStorage.load();
    SplashStorage.load();
    MenuStorage.load();
    PauseStorage.load();
    RunningStorage.load();
    GameOverStorage.load();

    GeneralStorage.estado = GeneralStorage.state.splash;
    MenuStorage.HelpTouched = false;
    // Init the particle effect
    particle1 = new ParticleEffect();
    particleLeft = new ParticleEffect();
    particleRight = new ParticleEffect();
    // load the particle, first parameter is path and name file when is the particle,
    // second one the fold when is the particle image.
    particle1.load(Gdx.files.internal("efectos/vuelo2"), Gdx.files.internal("efectos"));
    particleLeft.load(Gdx.files.internal("efectos/efLateral3"), Gdx.files.internal("efectos"));
    particleRight.load(Gdx.files.internal("efectos/efLateral3"), Gdx.files.internal("efectos"));
    // Sprites of button of the menu screen to music, sound and button help

    spHelp = new Sprite(GeneralStorage.imgBTHelp);
    spHelp.setSize(GeneralStorage.w / 10, GeneralStorage.w / 10);
    spHelp.setPosition(
        GeneralStorage.w - GeneralStorage.w / 4 - spHelp.getWidth() / 2, GeneralStorage.h / 4);

    // storage the background color
    colorFondo = MenuStorage.spBackGroundGame.getColor();
    // Time to splash screen.
    timer = 100;
  }
Пример #14
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  public void draw(SpriteBatch sb) {
    if (mCogs_ReallyBig.size() > 0) {
      mCogs_ReallyBig.get(0).setCenterX(121);
      mCogs_ReallyBig.get(0).setCenterY(156);
      mCogs_ReallyBig.get(0).draw(sb);
    }

    if (mCogs_Big.size() > 0) {
      mCogs_Big.get(0).setCenterX(326);
      mCogs_Big.get(0).setCenterY(112);
      mCogs_Big.get(0).draw(sb);
    }

    if (mCogs_Medium.size() > 0) {
      mCogs_Medium.get(0).setCenterX(498);
      mCogs_Medium.get(0).setCenterY(95);
      mCogs_Medium.get(0).draw(sb);
    }

    if (mCogs_Small.size() > 0) {
      mCogs_Small.get(0).setCenterX(633);
      mCogs_Small.get(0).setCenterY(83);
      mCogs_Small.get(0).draw(sb);
    }

    if (mCogs_Tiny.size() > 0) {
      mCogs_Tiny.get(0).setCenterX(732);
      mCogs_Tiny.get(0).setCenterY(69);
      mCogs_Tiny.get(0).draw(sb);
    }

    mSprite.setPosition(0, 0);
    mSprite.draw(sb);
  }
Пример #15
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  public void setUp() {

    BodyDef bodyDef = new BodyDef();
    bodyDef.position.set(x + width / 2, y + height / 2);
    bodyDef.type = BodyDef.BodyType.KinematicBody;

    PolygonShape shape = new PolygonShape();
    shape.setAsBox(width / 2, height / 2);

    FixtureDef fixtureDef = new FixtureDef();
    fixtureDef.shape = shape;

    body = world.createBody(bodyDef);
    body.createFixture(fixtureDef);
    body.setUserData(Constants.robotNinjaID);

    body.setLinearVelocity(Constants.standardVelocity);

    sprite = new Sprite(texture);
    sprite.setSize(width, height);
    sprite.setOrigin(width / 2, height / 2);
    sprite.flip(false, flipy);
    sprite.setPosition(x, y);

    dead = false;
  }
Пример #16
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  @Override
  public int getValues(Sprite sprite, int i, float[] floats) {
    switch (Mode.values()[i]) {
      case SCALE:
        floats[0] = sprite.getScaleX();
        return 1;

      case ALPHA:
        floats[0] = sprite.getColor().a;
        return 1;

      case POSITION:
        floats[0] = sprite.getX();
        floats[1] = sprite.getY();
        return 2;

      case ROTATION:
        floats[0] = sprite.getRotation();
        return 1;

      default:
        assert false;
        return -1;
    }
  }
Пример #17
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  public static void wyswietlBitmape(Sprite sprite, int x, int y) {

    PrzechowalniaAssets.spriteBatch.begin();
    sprite.setPosition(x, y);
    sprite.draw(PrzechowalniaAssets.spriteBatch);
    PrzechowalniaAssets.spriteBatch.end();
  }
Пример #18
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 public void draw(Batch batch, float x, float y, float width, float height) {
   sprite.setBounds(x, y, width, height);
   Color color = sprite.getColor();
   sprite.setColor(Color.tmp.set(color).mul(batch.getColor()));
   sprite.draw(batch);
   sprite.setColor(color);
 }
 @Override
 public boolean touchUp(int x, int y, int pointer, int button) {
   System.out.println("powered: " + powered.getX() + " " + powered.getY());
   System.out.println("gdx: " + gdx.getX() + " " + gdx.getY());
   System.out.println();
   return true;
 }
  @Override
  public void render() {
    Gdx.gl.glClearColor(0, 0, 0, 0);
    Gdx.gl.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);

    lote.setProjectionMatrix(camara.combined);

    stateTime += Gdx.graphics.getDeltaTime();

    Sprite ciano = animadoCiano.getKeyFrame(stateTime, true);
    // ciano.setPosition(-ciano.getWidth() / 2,
    //		-ciano.getHeight() / 2);
    // ciano.setRotation(stateTime * 10);

    // inanimadoVerde.setSize(0.5f, 0.5f);
    // inanimadoVerde.setPosition(-inanimadoVerde.getWidth() / 2,
    //		-inanimadoVerde.getHeight() / 2);

    lote.setProjectionMatrix(camara.combined);
    lote.setBlendFunction(GL11.GL_SRC_ALPHA, GL11.GL_ONE);

    lote.begin();
    ciano.draw(lote);
    // inanimadoCastanho.draw(lote);
    lote.end();
  }
Пример #21
0
  public void draw(SpriteBatch batch) {

    if (!hidden) {
      fadedBG.draw(batch);
      dialogSprite.draw(batch);
    }
  }
Пример #22
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 private void creatingRegisterButton() {
   Sprite spriteRegisterButton = new Sprite(Assets.registerButton);
   Assets.spriteDefaultColor(spriteRegisterButton);
   spriteRegisterButton.setSize(
       (Constant.CONSTANT_WIDTH_FIELD_AND_BUTTON), (Constant.CONSTANCE_HEIGHT_BUTTONS));
   SpriteDrawable registerSpriteDrawable = new SpriteDrawable(spriteRegisterButton);
   registerButton = new ImageButton(registerSpriteDrawable);
 }
Пример #23
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 public void update() {
   if (body.getUserData() == Constants.robotNinjaID) {
     body.setLinearVelocity(Constants.standardVelocity.x, 0);
   }
   sprite.setPosition(
       body.getPosition().x - sprite.getWidth() / 2,
       body.getPosition().y - sprite.getHeight() / 2);
 }
Пример #24
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 public void draw(Batch batch) {
   if (type == enemyNORMAL) {
     enemySprite.setPosition(enemyRec.x - 2.5f, enemyRec.y - 3);
   } else {
     enemySprite.setPosition(enemyRec.x - 5, enemyRec.y - 8);
   }
   enemySprite.draw(batch);
 }
 public Sprite loadSprite(String id, String file, float scaleX, float scaleY) {
   Sprite sprite = new Sprite(new Texture(Gdx.files.internal(file)));
   sprite.getTexture().setFilter(TextureFilter.Linear, TextureFilter.Nearest);
   sprite.setScale(scaleX, scaleY);
   sprite.setOrigin(0, 0);
   sprites.put(id, sprite);
   return sprite;
 }
Пример #26
0
 @Override
 public void render(Batch batch) {
   if (!isVisible()) {
     return;
   }
   Sprite s = option.on() ? Assets.optionsMenuOn : Assets.optionsMenuOff;
   s.setAlpha(alpha_);
   Utils.drawCenter(batch, s, getX(), getY());
 }
Пример #27
0
 public void victory() {
   victory.setPosition(
       -victory.getWidth() / 2 + Gdx.graphics.getWidth() / 2,
       -victory.getHeight() / 2 + 50 * HW4.SCALE + Gdx.graphics.getHeight() / 2);
   gameEnd.begin();
   victory.draw(gameEnd);
   gameEnd.end();
   if (rs.getStage() == null) stage.addActor(rs);
 }
Пример #28
0
 private void renderTestObjects() {
   worldController.cameraHelper.applyTo(camera);
   batch.setProjectionMatrix(camera.combined);
   batch.begin();
   for (Sprite sprite : worldController.testSprites) {
     sprite.draw(batch);
   }
   batch.end();
 }
Пример #29
0
 // ==============================================================================================
 // NOT BOX 2D STUFF JUST COOL THINGS I ADDED TO MAKE THE PROGRAM MORE "FUN"
 public void HandleTouch() {
   float fSprite_Width = sprite.getWidth();
   float fSprite_Height = sprite.getHeight();
   if (Gdx.input.isTouched()) {
     Vector3 touchPos = new Vector3(); // Using vector 3 as a 2-D vector for touch coordinates
     touchPos.set(Gdx.input.getX(), Gdx.input.getY(), 0);
     body.setTransform(touchPos.x - (fSprite_Width / 2), (touchPos.y - (fSprite_Height / 2)), 0);
   }
 }
Пример #30
0
 public GameMap() {
   for (int x = 0; x < width; x++) {
     for (int y = 0; y < height; y++) {
       Sprite cell = new Sprite(TextureManager.instance().loadTexture("cell.png"));
       cell.setPosition(x * 16, y * 16);
       cells.add(cell);
     }
   }
 }