private void updatePhysics() { // Update // float deltaTime = Gdx.graphics.getRawDeltaTime(); float deltaTime = 1 / 60f; // System.out.println(deltaTime); tweenManager.update(deltaTime); // Setting delta time world.step(deltaTime, 10, 10); Vector2 planetPos = planetModel.getPosition().sub(planetModelOrigin); planetSprite.setPosition(planetPos.x, planetPos.y); planetSprite.setOrigin(planetModelOrigin.x, planetModelOrigin.y); planetSprite.setRotation(planetModel.getAngle() * MathUtils.radiansToDegrees); Vector2 planetCorePos = planetCoreModel.getPosition().sub(planetCoreModelOrigin); planetCoreSprite.setPosition(planetCorePos.x, planetCorePos.y); planetCoreSprite.setOrigin(planetCoreModelOrigin.x, planetCoreModelOrigin.y); planetCoreSprite.setRotation(planetCoreModel.getAngle() * MathUtils.radiansToDegrees); for (int i = 0; i < MAX_BALLS; i++) { Vector2 ballPos = ballModels[i].getPosition(); ballSprites[i].setPosition( ballPos.x - ballSprites[i].getWidth() / 2, ballPos.y - ballSprites[i].getHeight() / 2); ballSprites[i].setRotation(ballModels[i].getAngle() * MathUtils.radiansToDegrees); } }
@Override public void create() { float w = Gdx.graphics.getWidth(); float h = Gdx.graphics.getHeight(); camera = new OrthographicCamera(1, h / w); batch = new SpriteBatch(); texture = new Texture(Gdx.files.internal("data/libgdx.png")); texture.setFilter(TextureFilter.Linear, TextureFilter.Linear); texture_nave = new Texture(Gdx.files.internal("data/nave.png")); sprite_nave = new Sprite(texture_nave, 128, 64); sprite_nave.setPosition(-0.5f, -0.5f); sprite_nave.setSize(0.5f, 0.5f); TextureRegion region = new TextureRegion(texture, 0, 0, 512, 275); sprite = new Sprite(region); sprite2 = new Sprite(region); sprite.setSize(0.9f, 0.9f * sprite.getHeight() / sprite.getWidth()); sprite.setOrigin(sprite.getWidth() / 2, sprite.getHeight() / 2); sprite.setPosition(-sprite.getWidth() / 2, -sprite.getHeight() / 2); sprite.setPosition(0, 0); sprite.setRotation(25); }
public MainMenuScreen(MissileCommand game) { this.game = game; guiCam = new OrthographicCamera( com.intel.libgdxmissilecommand.common.Assets.screenWidth, com.intel.libgdxmissilecommand.common.Assets.screenHeight); guiCam.position.set( com.intel.libgdxmissilecommand.common.Assets.screenWidth / 2, com.intel.libgdxmissilecommand.common.Assets.screenHeight / 2, 0); startButton = new Sprite(com.intel.libgdxmissilecommand.common.Assets.startButtonTextureRegion); startButton.setPosition( com.intel.libgdxmissilecommand.common.Assets.screenWidth / 2 - startButton.getWidth() / 2, startButton.getHeight() * 2.5f); creditsButton = new Sprite(com.intel.libgdxmissilecommand.common.Assets.creditsButtonTextureRegion); creditsButton.setPosition( com.intel.libgdxmissilecommand.common.Assets.screenWidth / 2 - creditsButton.getWidth() / 2, creditsButton.getHeight()); touchPoint = new Vector3(); }
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 Fly(float x, float y, int fly_type, int slot_number) { // set static data of fly(x, y, ect) xCoord = x; yCoord = y; fly_size = fly_type; slotNumber = slot_number; switch (fly_type) { case 1: // small fly texture = new Texture(Gdx.files.internal("data/medium_fly.png")); texture.setFilter(TextureFilter.Linear, TextureFilter.Linear); TextureRegion region = new TextureRegion(texture, 0, 0, 212, 143); fly_sprite = new Sprite(region); fly_sprite.setSize(.0745f, .06155f); fly_sprite.setOrigin(fly_sprite.getWidth() / 2, fly_sprite.getHeight() / 2); fly_sprite.setPosition(x, y); break; case 2: // small fly texture = new Texture(Gdx.files.internal("data/medium_fly.png")); texture.setFilter(TextureFilter.Linear, TextureFilter.Linear); region = new TextureRegion(texture, 0, 0, 212, 143); fly_sprite = new Sprite(region); fly_sprite.setSize(.0745f, .06155f); fly_sprite.setOrigin(fly_sprite.getWidth() / 2, fly_sprite.getHeight() / 2); fly_sprite.setPosition(x, y); break; case 3: // medium fly texture = new Texture(Gdx.files.internal("data/medium_fly.png")); texture.setFilter(TextureFilter.Linear, TextureFilter.Linear); region = new TextureRegion(texture, 0, 0, 212, 143); fly_sprite = new Sprite(region); fly_sprite.setSize(.115f, .097f); fly_sprite.setOrigin(fly_sprite.getWidth() / 2, fly_sprite.getHeight() / 2); fly_sprite.setPosition(x, y); break; case 4: // large fly texture = new Texture(Gdx.files.internal("data/medium_fly.png")); texture.setFilter(TextureFilter.Linear, TextureFilter.Linear); region = new TextureRegion(texture, 0, 0, 212, 143); fly_sprite = new Sprite(region); fly_sprite.setSize(.155f, .135f); fly_sprite.setOrigin(fly_sprite.getWidth() / 2, fly_sprite.getHeight() / 2); fly_sprite.setPosition(x, y); break; default: break; } }
@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(); }
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); }
@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; }
public static void wyswietlBitmape(Sprite sprite, int x, int y) { PrzechowalniaAssets.spriteBatch.begin(); sprite.setPosition(x, y); sprite.draw(PrzechowalniaAssets.spriteBatch); PrzechowalniaAssets.spriteBatch.end(); }
@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(); }
private void createSprites() { // background backgroundTexture = new Texture(Gdx.files.internal("data/cr/map1bg.png")); backgroundTexture.setFilter(TextureFilter.Linear, TextureFilter.Linear); backgroundSprite = new Sprite(backgroundTexture); backgroundSprite.setSize(WIDTH_WORLD, HEIGHT_WORLD); backgroundSprite.setPosition(-WIDTH_WORLD / 2f, 0); // planet planetTexture = new Texture(Gdx.files.internal("data/cr/planet_terrain.png")); planetTexture.setFilter(TextureFilter.Linear, TextureFilter.Linear); planetSprite = new Sprite(planetTexture); planetSprite.setSize( PLANET_WIDTH, PLANET_WIDTH * planetSprite.getHeight() / planetSprite.getWidth()); // planet core planetCoreTexture = new Texture(Gdx.files.internal("data/cr/planet_core.png")); planetCoreTexture.setFilter(TextureFilter.Linear, TextureFilter.Linear); planetCoreSprite = new Sprite(planetCoreTexture); planetCoreSprite.setSize( PLANET_CORE_WIDTH, PLANET_CORE_WIDTH * planetCoreSprite.getHeight() / planetCoreSprite.getWidth()); // balls ballTexture = new Texture(Gdx.files.internal("data/gfx/ball.png")); ballTexture.setFilter(TextureFilter.Linear, TextureFilter.Linear); ballSprites = new Sprite[MAX_BALLS]; for (int i = 0; i < MAX_BALLS; i++) { ballSprites[i] = new Sprite(ballTexture); ballSprites[i].setSize(BALL_RADIUS * 2, BALL_RADIUS * 2); ballSprites[i].setOrigin(BALL_RADIUS, BALL_RADIUS); } }
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)); }
/** @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); }
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(); }
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; }
@Override public void render() { camera.update(); // Step the physics simulation forward at a rate of 60hz world.step(1f / 60f, 6, 2); sprite.setPosition( (body.getPosition().x * PIXELS_TO_METERS) - sprite.getWidth() / 2, (body.getPosition().y * PIXELS_TO_METERS) - sprite.getHeight() / 2); sprite.setRotation((float) Math.toDegrees(body2.getAngle())); sprite2.setPosition( (body2.getPosition().x * PIXELS_TO_METERS) - sprite2.getWidth() / 2, (body2.getPosition().y * PIXELS_TO_METERS) - sprite2.getHeight() / 2); sprite2.setRotation((float) Math.toDegrees(body.getAngle())); Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw( sprite, sprite.getX(), sprite.getY(), sprite.getOriginX(), sprite.getOriginY(), sprite.getWidth(), sprite.getHeight(), sprite.getScaleX(), sprite.getScaleY(), sprite.getRotation()); batch.draw( sprite2, sprite2.getX(), sprite2.getY(), sprite2.getOriginX(), sprite2.getOriginY(), sprite2.getWidth(), sprite2.getHeight(), sprite2.getScaleX(), sprite2.getScaleY(), sprite2.getRotation()); batch.end(); }
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); }
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); } } }
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); }
public Health(ShooterGame g) { lifeManager = new LifeManager(3); game = g; lifeManager.setGame(game); backBarTexture = new Texture(Gdx.files.internal("hud/health/backbar2.png")); backBarDangerTexture = new Texture(Gdx.files.internal("hud/health/backbar-danger.png")); backBarSprite = new Sprite(backBarTexture); backBarWarningSprite = new Sprite(backBarTexture); healthBarTexture = new Texture(Gdx.files.internal("hud/health/healthbar.png")); healthBarSprite = new Sprite(healthBarTexture); setHealthBarSprite(healthBarSprite); topLeftWingTexture = new Texture(Gdx.files.internal("hud/health/topleftwing.png")); topLeftWingSprite = new Sprite(topLeftWingTexture); bottomLeftWingTexture = new Texture(Gdx.files.internal("hud/life/bottomleftwing.png")); bottomLeftWingSprite = new Sprite(bottomLeftWingTexture); // Initial Positions backBarSprite.setPosition(50, 688); healthBarSprite.setPosition(50, 688); topLeftWingSprite.setPosition(10, 670); bottomLeftWingSprite.setPosition(64, 640); // Set up animated health bar when health goes below 20 animationFrames = new TextureRegion[DANGER_HEALTH_FRAMES]; TextureRegion[][] tmpFrames = TextureRegion.split(backBarDangerTexture, 454, 15); int index = 0; for (int i = 0; i < 2; i++) { for (int j = 0; j < 11; j++) { animationFrames[index++] = tmpFrames[i][j]; } } backbarAnimation = new Animation(1f / 22f, animationFrames); backbarAnimation.setPlayMode(Animation.PlayMode.LOOP); }
public InteractButton(float x, float y) { this.x = x; this.y = y; width = 64; height = 40; sprite = new Sprite(new Texture(Gdx.files.internal("sprites/placeables/usebutton.png"))); sprite.setSize(64, 40); sprite.setPosition(x, y); hitBox = new Rectangle(x, y, width, height); }
public void update(float dt, OrthographicCamera cam) { stage.act(dt); if (Core.persistentAssets.update() && !assetsLoaded) { GameSave.save(); assetsLoaded = true; layout = new Table(Core.persistentAssets.get("skins/uiskin.json", Skin.class)); layout.setFillParent(true); layout.center().bottom(); pressBtn = new Label( "Press any key to continue", Core.persistentAssets.get("skins/uiskin.json", Skin.class)); layout.add(pressBtn).padBottom(40); layout.debug(); stage.addActor(layout); stage.addListener( new InputListener() { public boolean keyUp(InputEvent event, int keycode) { gsm.setState(GameStateManager.MENU); return false; } public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { return true; } public void touchUp(InputEvent event, float x, float y, int pointer, int button) { gsm.setState(GameStateManager.MENU); } }); } if (Core.persistentAssets.isLoaded("images/main-menu/background.jpg")) { if (!bgLoaded) { bgLoaded = true; bg = new Sprite(Core.persistentAssets.get("images/main-menu/background.jpg", Texture.class)); float[] size = ImageUtils.minimalStretch(bg.getWidth(), bg.getHeight(), Core.WIDTH, Core.HEIGHT); bg.setSize(size[0], size[1]); bg.setPosition(size[2], size[3]); } bgOpacity += bgOpacityModifier * dt; bgOpacity = bgOpacity > 1 ? 1 : bgOpacity; } }
public GameState(TitleState title) { this.title = title; this.title.reset(); prefs = Gdx.app.getPreferences("highscore"); adsController = MainGame.adsController; restartButton = new RestartButton(MainGame.WIDTH / 2 - 78, MainGame.HEIGHT / 2 - 100); menuButton = new MenuButton(MainGame.WIDTH / 2 - 125, MainGame.HEIGHT / 2); unpauseButton = new UnpauseButton(MainGame.WIDTH / 2 - 78, MainGame.HEIGHT / 2 + 100); highScore = prefs.getInteger("highscore", 0); gameOverOverlay = new Sprite(new Texture(Gdx.files.internal("gui/gameoverlay.png"))); gameOverOverlay.setPosition(0, MainGame.HEIGHT / 2 - (gameOverOverlay.getHeight() / 2)); backGroundFade = new Sprite(new Texture(Gdx.files.internal("gui/bgfade.png"))); backGroundFade.setPosition(0, 0); backGroundFade.setSize(MainGame.WIDTH, MainGame.HEIGHT); backGroundFade.setAlpha(0.6f); grid = new Grid(15, 15, 390, 390, prefs); parameter.size = 20; parameter.shadowColor = new Color(0, 0, 0, 1f); parameter.shadowOffsetX = 1; parameter.shadowOffsetY = 1; score = grid.getScore(); scoreFont = generator.generateFont(parameter); highscoreFont = generator.generateFont(parameter); redCounter = new Sprite(new Texture(Gdx.files.internal("gui/score/scorecounter.png"))); redCounter.setSize(144, 26.4f); redCounter.setPosition(18, MainGame.HEIGHT - redCounter.getHeight() - 260); blueCounter = new Sprite(new Texture(Gdx.files.internal("gui/score/highscorecounter.png"))); blueCounter.setSize(144, 26.4f); blueCounter.setPosition( MainGame.WIDTH - blueCounter.getWidth() - 18, MainGame.HEIGHT - blueCounter.getHeight() - 260); scoreFont.setColor(Color.WHITE); scoreFont.setFixedWidthGlyphs("0123456789"); highscoreFont.setFixedWidthGlyphs("0123456789"); grid.setPaused(false); }
@Override public void create() { batch = new SpriteBatch(); img = new Texture("scale.png"); sprite = new Sprite(img); sprite.setPosition( Gdx.graphics.getWidth() / 2 - sprite.getWidth() / 2, Gdx.graphics.getHeight() / 2 - sprite.getHeight() / 2); Gdx.input.setInputProcessor(this); }
@Override public void draw(SpriteBatch batch, float parentAlpha) { super.draw(batch, parentAlpha); Vector2 worldPos = getPosition(); sprite.setPosition(worldPos.x - (sprite.getWidth() / 2), worldPos.y - sprite.getHeight() / 2); sprite.setRotation(getRotation()); sprite.draw(batch); }
public Spike(float x, float y, float speed, float _size) { float rot = (float) (Math.random() * 360); _drot = (float) (Math.random() - 0.5) * 200; _x = x; _y = y; _dy = speed; _sprite = new Sprite(Resources.spike); _sprite.setSize(_size, _size); _sprite.setOrigin(_size / 2, _size / 2); _sprite.setPosition(_x - _size / 2, _y - _size / 2); // _sprite.rotate(rot); }
@Override public void render(SpriteBatch batch) { if (!alive) { return; } if (left_throttle) { flame.setPosition(x - width / 2, y - height); flame.setOrigin(width / 2, height); flame.setRotation(rotation); flame.draw(batch); } if (right_throttle) { flame.setPosition(x, y - height); flame.setOrigin(0, height); flame.setRotation(rotation); flame.draw(batch); } sprite.draw(batch); }
public void initDialogBG() { dialogBGPath = "menu/save-score-popup/bg.png"; // Dialog Texture dialogTexture = game.assetManager.getTexture(dialogBGPath); dialogSprite = new Sprite(dialogTexture); dialogSprite.setSize(536, 286); dialogSprite.setPosition( (stage.getWidth() / 2) - (dialogSprite.getWidth() / 2), (stage.getHeight() / 2) - (dialogSprite.getHeight() / 2)); }
@Override public void create() { // creates everything you need LOL batch = new SpriteBatch(); img = new Texture("Alien.png"); sprite = new Sprite(img); // sets the sprite in the middle of the screen sprite.setPosition( Gdx.graphics.getWidth() / 2 - sprite.getWidth() / 2, Gdx.graphics.getHeight() / 2); // This is were the magic happens, this is the "physics world" created where the gravity is set // to 98 // The 'f' makes 98 a float, the true means that it is active, vector 2d just means it takes x y // coor world = new World(new Vector2(0, -98f), true); // The body is the "object" set in the world, BodyDef makes the world aware of the object // basically so world Senpai notices BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyDef.BodyType.DynamicBody; // using 1 to 1 dimensions, meaning 1 in physics engine is 1px // set the body to the same position as the sprite bodyDef.position.set(sprite.getX(), sprite.getY()); // now create the body in the world! body = world.createBody(bodyDef); // now make the "shape" of the body that you just created shape = new PolygonShape(); // in this example I made a box (you can make circles too and stuff) that surrounds the sprite // aka the hit-box // so make the shape the same dimensions as the sprite image we are using shape.setAsBox(sprite.getWidth() / 2, sprite.getHeight() / 2); // FixtureDef is used to add physical properties to the shape // Ex. density, mass, area etc. fixtureDef = new FixtureDef(); // now assign the FixtureDef to the new shape that we just made fixtureDef.shape = shape; // Adding density using FixtureDef & adding it to the body so again world senpai notices fixtureDef.density = 1f; fixture = body.createFixture(fixtureDef); // the shape can be disposed to reduce clutter that will slow down the game shape.dispose(); }
public void renderLoading(float delta) { Gdx.gl.glClearColor(0, 0, 0, wrapper.getF()); stateTime += delta; Sprite frameSprite = new Sprite(loadingAnim().getKeyFrame(stateTime, true)); loadingBatch.begin(); frameSprite.setColor(wrapper.getF(), wrapper.getF(), wrapper.getF(), wrapper.getF()); // frameSprite.setSize(Gdx.graphics.getHeight(), Gdx.graphics.getHeight()*ratio); frameSprite.setPosition( (Gdx.graphics.getWidth() / 2) - (frameSprite.getWidth() / 2), (Gdx.graphics.getHeight() / 2) - (frameSprite.getHeight() / 2)); frameSprite.draw(loadingBatch, wrapper.getF()); loadingBatch.end(); }