public GameScreen(int level) { instance = this; levelNum = level; atlas = new TextureAtlas(Gdx.files.internal("textures/nerdshooter.pack")); font = new BitmapFont(); if (level == -1) { GameScreen.useGameDebugRenderer = true; } else { GameScreen.useGameDebugRenderer = false; } controlLeft = atlas.findRegion("HUDLeft"); controlRight = atlas.findRegion("HUDRight"); controlUp = atlas.findRegion("HUDJump"); world = new World(level); blocks = world.getBlocks(world.getLevel().getWidth(), world.getLevel().getHeight()); button = new ShapeRenderer(); batch = new SpriteBatch(); left = new Rectangle(); right = new Rectangle(); jump = new Rectangle(); }
public static void load() { if (MainActivity.mAct.isFinishing()) return; atlas = new TextureAtlas(5, 1024, 256); atlas.insert(link = new Texture("link.png", 9, 1)); atlas.insert(dpad = new Texture("dpad.png")); atlas.insert(topTransUI = new Texture("topTransUI.png")); atlas.insert(map01 = new Texture("map01_tiles.png", 4, 1)); atlas.complete(); }
public void clear() { TextureItem.releaseAll(mTexture); mAtlas.clear(); items = null; // mTexture.bitmap.eraseColor(Color.TRANSPARENT); mTexture = TextureItem.get(true); mCanvas.setBitmap(mTexture.bitmap); }
public void loadEmitterImages(TextureAtlas atlas) { for (int i = 0, n = emitters.size; i < n; i++) { ParticleEmitter emitter = emitters.get(i); String imagePath = emitter.getImagePath(); if (imagePath == null) continue; String imageName = new File(imagePath.replace('\\', '/')).getName(); int lastDotIndex = imageName.lastIndexOf('.'); if (lastDotIndex != -1) imageName = imageName.substring(0, lastDotIndex); Sprite sprite = atlas.createSprite(imageName); if (sprite == null) throw new IllegalArgumentException("SpriteSheet missing image: " + imageName); emitter.setSprite(sprite); } }
public Sprite addItem(T item, int width, int height) { Rect r = mAtlas.getRegion(width, height); if (r == null) { // create new atlas return null; } Sprite sprite = new Sprite(item, mAtlas, r); items = Inlist.append(items, sprite); draw(item, r); return sprite; }
public BuggySprite( TextureAtlas myTextures, TiledMapTileLayer pTiles, TiledMapTileLayer lTiles, ArrayList<PlatformSprite> platforms, GameInputManager inputManager, int lives, World world, MainGameLayer gameLayer) { super(myTextures.findRegion("buggy_F1"), pTiles, lTiles); standRegion = myTextures.findRegion("buggy_F1"); m_walkAnimation = new AnimateSpriteFrame(myTextures, new String[] {"buggy_F1", "buggy_F2"}, 0.3f, -1); m_standAnimation = new AnimateSpriteFrame(myTextures, new String[] {"buggy_F1"}, 1.0f, -1); m_attackAnimation = new AnimateSpriteFrame(myTextures, new String[] {"man_stand_F1"}, 0.3f, 1); m_hitAnimation = null; m_tutorialAnimation = new AnimateSpriteFrame(myTextures, new String[] {"buggy_F1"}, 0.5f, -1); m_idleAnimation = new AnimateSpriteFrame(myTextures, new String[] {"buggy_F1"}, 0.5f, -1); m_throughDoorAnimation = new AnimateFadeOut(0.5f); m_floatAnimation = new AnimateSpriteFrame(myTextures, new String[] {"man_jump_F3", "man_jump_F3"}, 0.65f, -1); m_teleportIn = new AnimateFadeIn(0.35f); m_teleportOut = new AnimateFadeOut(0.35f); AnimateTranslateVertical f1 = new AnimateTranslateVertical(1.0f, 0f, -3f, 1); AnimateTranslateVertical f2 = new AnimateTranslateVertical(3.0f, 1.0f, -1f, 1); GameAnimateable[] af = {f1, f2}; m_floatAnimation2 = new GameAnimationSequence(af, -1); AnimateFade fo = new AnimateFade(0.2f, 0.9f, 0.2f); AnimateDelay delay = new AnimateDelay(0.25f); AnimateFade fi = new AnimateFade(0.2f, 0.2f, 0.9f); AnimateFade ff = new AnimateFade(0.25f, 0.2f, 1.0f); GameAnimateable[] a = {fo, fi, delay, fo, fi, delay, fo, ff}; m_invincibleAnimation = new GameAnimationSequence(a, 1); m_invincibleAnimation.setIgnoreStop(true); m_inputManager = inputManager; m_platforms = platforms; m_activeWeapon = null; maxSpeedX = 6.0f; defaultMaxSpeedX = 6.0f; maxSpeedY = 4.0f; maxFallVelocity = 20.0f; m_horizontalDragFactor = 1.0f; m_climbingDragFactor = 0.25f; m_gravity = 0.8f; m_jumping = false; m_climbing = false; m_currDir = 1; m_lives = lives; m_boundingBox.width = this.getBoundingRectangle().width / 4; m_boundOffX = this.getBoundingRectangle().width / 2; m_boundingBox.height = this.getBoundingRectangle().height / 5; m_gameLayer = gameLayer; this.runAnimation(m_standAnimation); if (gameLayer.m_stage > 1) pLight = gameLayer.createConeLight(new Color(0.8f, 0.8f, 0.5f, 0.75f), 1100, 0, 0, 0, 25); else pLight = gameLayer.createConeLight(new Color(0.8f, 0.8f, 0.5f, 0.35f), 700, 0, 0, 0, 25); pLight.setXray(true); pLight.setActive(false); m_lightX = this.getWidth() - 20; }
@Override public void dispose() { atlas.dispose(); }