Java Code Examples for com.watabou.noosa.Image#alpha()
The following examples show how to use
com.watabou.noosa.Image#alpha() .
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Example 1
Source File: BossHealthBar.java From shattered-pixel-dungeon with GNU General Public License v3.0 | 5 votes |
@Override protected void createChildren() { bar = new Image(asset, 0, 0, 64, 16); add(bar); width = bar.width; height = bar.height; rawShielding = new Image(asset, 15, 25, 47, 4); rawShielding.alpha(0.5f); add(rawShielding); shieldedHP = new Image(asset, 15, 25, 47, 4); add(shieldedHP); hp = new Image(asset, 15, 19, 47, 4); add(hp); skull = new Image(asset, 5, 18, 6, 6); add(skull); blood = new Emitter(); blood.pos(skull); blood.pour(BloodParticle.FACTORY, 0.3f); blood.autoKill = false; blood.on = false; add( blood ); }
Example 2
Source File: StatusPane.java From shattered-pixel-dungeon with GNU General Public License v3.0 | 4 votes |
@Override protected void createChildren() { bg = new NinePatch( Assets.Interfaces.STATUS, 0, 0, 128, 36, 85, 0, 45, 0 ); add( bg ); add( new Button(){ @Override protected void onClick () { Camera.main.panTo( Dungeon.hero.sprite.center(), 5f ); GameScene.show( new WndHero() ); } @Override public GameAction keyAction() { return SPDAction.HERO_INFO; } }.setRect( 0, 1, 30, 30 )); btnJournal = new JournalButton(); add( btnJournal ); btnMenu = new MenuButton(); add( btnMenu ); avatar = HeroSprite.avatar( Dungeon.hero.heroClass, lastTier ); add( avatar ); compass = new Compass( Statistics.amuletObtained ? Dungeon.level.entrance : Dungeon.level.exit ); add( compass ); rawShielding = new Image( Assets.Interfaces.SHLD_BAR ); rawShielding.alpha(0.5f); add(rawShielding); shieldedHP = new Image( Assets.Interfaces.SHLD_BAR ); add(shieldedHP); hp = new Image( Assets.Interfaces.HP_BAR ); add( hp ); exp = new Image( Assets.Interfaces.XP_BAR ); add( exp ); bossHP = new BossHealthBar(); add( bossHP ); level = new BitmapText( PixelScene.pixelFont); level.hardlight( 0xFFEBA4 ); add( level ); depth = new BitmapText( Integer.toString( Dungeon.depth ), PixelScene.pixelFont); depth.hardlight( 0xCACFC2 ); depth.measure(); add( depth ); danger = new DangerIndicator(); add( danger ); buffs = new BuffIndicator( Dungeon.hero ); add( buffs ); add( pickedUp = new Toolbar.PickedUpItem()); version = new BitmapText( "v" + Game.version, PixelScene.pixelFont); version.alpha( 0.5f ); add(version); }
Example 3
Source File: StatusPane.java From shattered-pixel-dungeon-gdx with GNU General Public License v3.0 | 4 votes |
@Override protected void createChildren() { bg = new NinePatch( Assets.STATUS, 0, 0, 128, 36, 85, 0, 45, 0 ); add( bg ); add( new TouchArea<GameAction>( 0, 1, 31, 31 ) { @Override protected void onClick( NoosaInputProcessor.Touch touch ) { Image sprite = Dungeon.hero.sprite; Camera.main.panTo( sprite.center(), 5f ); GameScene.show( new WndHero() ); } @Override public boolean onKeyUp(NoosaInputProcessor.Key<GameAction> key) { boolean handled = true; switch (key.action) { case HERO_INFO: onClick( null ); break; case JOURNAL: GameScene.show( new WndJournal() ); break; default: handled = false; break; } return handled; } } ); btnJournal = new JournalButton(); add( btnJournal ); btnMenu = new MenuButton(); add( btnMenu ); avatar = HeroSprite.avatar( Dungeon.hero.heroClass, lastTier ); add( avatar ); compass = new Compass( Statistics.amuletObtained ? Dungeon.level.entrance : Dungeon.level.exit ); add( compass ); rawShielding = new Image( Assets.SHLD_BAR ); rawShielding.alpha(0.5f); add(rawShielding); shieldedHP = new Image( Assets.SHLD_BAR ); add(shieldedHP); hp = new Image( Assets.HP_BAR ); add( hp ); exp = new Image( Assets.XP_BAR ); add( exp ); bossHP = new BossHealthBar(); add( bossHP ); level = new BitmapText( PixelScene.pixelFont); level.hardlight( 0xFFEBA4 ); add( level ); depth = new BitmapText( Integer.toString( Dungeon.depth ), PixelScene.pixelFont); depth.hardlight( 0xCACFC2 ); depth.measure(); add( depth ); danger = new DangerIndicator(); add( danger ); buffs = new BuffIndicator( Dungeon.hero ); add( buffs ); add( pickedUp = new Toolbar.PickedUpItem()); version = new BitmapText( "v" + Game.version, PixelScene.pixelFont); version.alpha( 0.5f ); add(version); }