com.badlogic.gdx.graphics.Colors Java Examples

The following examples show how to use com.badlogic.gdx.graphics.Colors. You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example #1
Source File: LoadingScreen.java    From xibalba with MIT License 6 votes vote down vote up
@Override
public void render(float delta) {
  Gdx.gl.glClearColor(
      Colors.get("screenBackground").r,
      Colors.get("screenBackground").g,
      Colors.get("screenBackground").b,
      Colors.get("screenBackground").a
  );

  Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

  if (Main.assets.update()) {
    Main.asciiAtlas = Main.assets.get("sprites/qbicfeet_10x10.atlas");
    Main.soundManager = new SoundManager();

    main.setScreen(new MainMenuScreen(main));
  }

  stage.act(delta);
  stage.draw();
}
 
Example #2
Source File: Parser.java    From typing-label with MIT License 6 votes vote down vote up
/** Encloses the given string in brackets to work as a regular color markup tag. */
private static String stringToColorMarkup(String str) {
    if(str != null) {
        // Upper case
        str = str.toUpperCase();

        // If color isn't registered by name, try to parse it as an hex code.
        Color namedColor = Colors.get(str);
        if(namedColor == null) {
            boolean isHexWithoutHashChar = str.length() >= 6 && PATTERN_COLOR_HEX_NO_HASH.matches(str);
            if(isHexWithoutHashChar) {
                str = "#" + str;
            }
        }
    }

    // Return color code
    return "[" + str + "]";
}
 
Example #3
Source File: Parser.java    From typing-label with MIT License 6 votes vote down vote up
/** Parses a color from the given string. Returns null if the color couldn't be parsed. */
static Color stringToColor(String str) {
    if(str != null) {

        // Try to parse named color
        Color namedColor = Colors.get(str.toUpperCase());
        if(namedColor != null) {
            return new Color(namedColor);
        }

        // Try to parse hex
        if(str.length() >= 6) {
            try {
                return Color.valueOf(str);
            } catch(NumberFormatException ignored) {
            }
        }
    }

    return null;
}
 
Example #4
Source File: PauseScreen.java    From xibalba with MIT License 5 votes vote down vote up
@Override
public void render(float delta) {
  Gdx.gl.glClearColor(
      Colors.get("screenBackground").r,
      Colors.get("screenBackground").g,
      Colors.get("screenBackground").b,
      Colors.get("screenBackground").a
  );

  Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

  stage.act(delta);
  stage.draw();
}
 
Example #5
Source File: Map.java    From xibalba with MIT License 5 votes vote down vote up
private void paintForest() {
  map = new MapCell[width][height];

  Array<String> floorTypes = new Array<>();
  floorTypes.add("0915");
  floorTypes.add("1202");

  for (int x = 0; x < geometry.length; x++) {
    for (int y = 0; y < geometry[x].length; y++) {
      if (geometry[x][y] == MapCell.Type.FLOOR) {
        Sprite floor = Main.asciiAtlas.createSprite(floorTypes.random());
        floor.setColor(Colors.get("forestFloor"));
        floor.setFlip(MathUtils.randomBoolean(), false);

        map[x][y] = new MapCell(
            floor, MapCell.Type.FLOOR, "the forest floor"
        );
      } else {
        Sprite wall = Main.asciiAtlas.createSprite("0" + MathUtils.random(5, 6) + "00");
        Color color = Colors.get("forestTree-" + MathUtils.random(1, 3));
        wall.setColor(color);

        map[x][y] = new MapCell(wall, MapCell.Type.WALL, "a tree");
      }

      map[x][y].sprite.setPosition(x * Main.SPRITE_WIDTH, y * Main.SPRITE_HEIGHT);
    }
  }

  if (MathUtils.random() > .5f) {
    createWater();
    createBridge();
  }
}
 
Example #6
Source File: Map.java    From xibalba with MIT License 5 votes vote down vote up
private void paintCave() {
  map = new MapCell[width][height];

  for (int x = 0; x < geometry.length; x++) {
    for (int y = 0; y < geometry[x].length; y++) {
      if (geometry[x][y] == MapCell.Type.FLOOR) {
        Sprite floor = Main.asciiAtlas.createSprite("0915");
        Color color = Colors.get("caveFloor-" + +MathUtils.random(1, 3));
        floor.setColor(color);
        map[x][y] = new MapCell(floor, MapCell.Type.FLOOR, "a cave floor");
      } else {
        int neighbours = getGroundNeighbours(x, y);

        if (neighbours > 0) {
          Sprite wall = Main.asciiAtlas.createSprite("1113");
          wall.setColor(Colors.get("caveWall"));
          map[x][y] = new MapCell(wall, MapCell.Type.WALL, "a cave wall");
        } else {
          Sprite nothing = Main.asciiAtlas.createSprite("0000");
          map[x][y] = new MapCell(nothing, MapCell.Type.NOTHING, "nothing");
        }
      }

      map[x][y].sprite.setPosition(x * Main.SPRITE_WIDTH, y * Main.SPRITE_HEIGHT);
    }
  }

  if (MathUtils.random() > .75f) {
    createWater();
    createBridge();
  }
}
 
Example #7
Source File: CraftScreen.java    From xibalba with MIT License 5 votes vote down vote up
@Override
public void render(float delta) {
  Gdx.gl.glClearColor(
      Colors.get("screenBackground").r,
      Colors.get("screenBackground").g,
      Colors.get("screenBackground").b,
      Colors.get("screenBackground").a
  );

  Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

  stage.act(delta);
  stage.draw();
}
 
Example #8
Source File: NameScreen.java    From xibalba with MIT License 5 votes vote down vote up
@Override
public void render(float delta) {
  Gdx.gl.glClearColor(
      Colors.get("screenBackground").r,
      Colors.get("screenBackground").g,
      Colors.get("screenBackground").b,
      Colors.get("screenBackground").a
  );

  Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

  stage.act(delta);
  stage.draw();
}
 
Example #9
Source File: GodScreen.java    From xibalba with MIT License 5 votes vote down vote up
@Override
public void render(float delta) {
  Gdx.gl.glClearColor(
      Colors.get("screenBackground").r,
      Colors.get("screenBackground").g,
      Colors.get("screenBackground").b,
      Colors.get("screenBackground").a
  );

  Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

  if (Gdx.input.isKeyJustPressed(Input.Keys.UP)) {
    if (godSelected > 0) {
      godSelected -= 1;
    }

    updateGodsGroup();
    updateAbilitiesGroup();
  }

  if (Gdx.input.isKeyJustPressed(Input.Keys.DOWN)) {
    if (godSelected < godDataList.size() - 1) {
      godSelected += 1;
    }

    updateGodsGroup();
    updateAbilitiesGroup();
  }

  stage.act(delta);
  stage.draw();
}
 
Example #10
Source File: DepthScreen.java    From xibalba with MIT License 5 votes vote down vote up
@Override
public void render(float delta) {
  Gdx.gl.glClearColor(
      Colors.get("screenBackground").r,
      Colors.get("screenBackground").g,
      Colors.get("screenBackground").b,
      Colors.get("screenBackground").a
  );

  Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

  stage.act(delta);
  stage.draw();
}
 
Example #11
Source File: AbilitiesScreen.java    From xibalba with MIT License 5 votes vote down vote up
@Override
public void render(float delta) {
  Gdx.gl.glClearColor(
      Colors.get("screenBackground").r,
      Colors.get("screenBackground").g,
      Colors.get("screenBackground").b,
      Colors.get("screenBackground").a
  );

  Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

  stage.act(delta);
  stage.draw();
}
 
Example #12
Source File: GeneratingWorldScreen.java    From xibalba with MIT License 5 votes vote down vote up
@Override
public void render(float delta) {
  Gdx.gl.glClearColor(
      Colors.get("screenBackground").r,
      Colors.get("screenBackground").g,
      Colors.get("screenBackground").b,
      Colors.get("screenBackground").a
  );

  Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

  stage.act(delta);
  stage.draw();
}
 
Example #13
Source File: HelpScreen.java    From xibalba with MIT License 5 votes vote down vote up
@Override
public void render(float delta) {
  Gdx.gl.glClearColor(
      Colors.get("screenBackground").r,
      Colors.get("screenBackground").g,
      Colors.get("screenBackground").b,
      Colors.get("screenBackground").a
  );

  Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

  stage.act(delta);
  stage.draw();
}
 
Example #14
Source File: MainMenuScreen.java    From xibalba with MIT License 5 votes vote down vote up
@Override
public void render(float delta) {
  Gdx.gl.glClearColor(
      Colors.get("screenBackground").r,
      Colors.get("screenBackground").g,
      Colors.get("screenBackground").b,
      Colors.get("screenBackground").a
  );

  Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

  stage.act(delta);
  stage.draw();
}
 
Example #15
Source File: MapWeather.java    From xibalba with MIT License 5 votes vote down vote up
/**
 * Rainfall in the forest.
 *
 * <p>Generate 250 rain drops in random positions on the map.
 *
 * @param mapIndex The map we're working on
 */
public MapWeather(int mapIndex) {
  for (int i = 0; i < 250; i++) {
    Entity drop = WorldManager.entityFactory.createRainDrop();
    WorldManager.world.entities.get(mapIndex).add(drop);
  }

  rainDrops = WorldManager.engine.getEntitiesFor(Family.all(RainDropComponent.class).get());

  falling = Main.asciiAtlas.createSprite("1502");
  falling.setColor(Colors.get("CYAN"));
  splash = Main.asciiAtlas.createSprite("0700");
  splash.setColor(Colors.get("CYAN"));
  fading = Main.asciiAtlas.createSprite("0900");
}
 
Example #16
Source File: EntityFactory.java    From xibalba with MIT License 5 votes vote down vote up
/**
 * Create rain drop.
 *
 * @return The rain drop
 */
public Entity createRainDrop() {
  Entity entity = new Entity();
  Vector2 position = new Vector2(0, 0);

  entity.add(new DecorationComponent(false));
  entity.add(new RainDropComponent());
  entity.add(new PositionComponent(position));
  entity.add(new VisualComponent(
      Main.asciiAtlas.createSprite("1502"), position, Colors.get("CYAN")
  ));

  return entity;
}
 
Example #17
Source File: MapHelpers.java    From xibalba with MIT License 5 votes vote down vote up
/**
 * Change floor to wet color.
 *
 * @param position Cell to make wet
 */
public void makeFloorWet(Vector2 position) {
  MapCell cell = getCell(position.x, position.y);

  if (Objects.equals(cell.description, "bridge")) {
    return;
  }

  cell.covered = MapCell.Covered.WATER;
  cell.sprite.setColor(Colors.get(WorldManager.world.getCurrentMap().type + "FloorWet"));
}
 
Example #18
Source File: Map.java    From xibalba with MIT License 5 votes vote down vote up
private void makeCellBridge(MapCell cell, Sprite bridge) {
  cell.sprite.setRegion(
      bridge.getRegionX(), bridge.getRegionY(),
      bridge.getRegionWidth(), bridge.getRegionHeight()
  );

  cell.sprite.setColor(Colors.get("bridge"));
  cell.type = MapCell.Type.FLOOR;
  cell.description = "a bridge";

  cell.tween.kill();
}
 
Example #19
Source File: Map.java    From xibalba with MIT License 4 votes vote down vote up
private void createWater() {
  hasWater = true;
  flooded = new MapCell.Type[width][height];

  for (MapCell.Type[] row : flooded) {
    Arrays.fill(row, MapCell.Type.WALL);
  }

  int floodStartX;
  int floodStartY;

  do {
    floodStartX = MathUtils.random(0, width - 1);
    floodStartY = MathUtils.random(0, height - 1);
  } while (!map[floodStartX][floodStartY].isFloor());

  flood(floodStartX, floodStartY);

  for (int x = 0; x < flooded.length; x++) {
    for (int y = 0; y < flooded[0].length; y++) {
      if (flooded[x][y] == MapCell.Type.FLOOR) {
        Sprite water = Main.asciiAtlas.createSprite("0715");
        water.setPosition(x * Main.SPRITE_WIDTH, y * Main.SPRITE_HEIGHT);

        MapCell.Type waterType;
        Color lightColor;
        Color darkColor;

        if (getGroundNeighbours(x, y) < 8) {
          waterType = MapCell.Type.SHALLOW_WATER;

          lightColor = Colors.get(
              Objects.equals(type, "forest") ? "waterShallowLightBlue" : "waterShallowLightGreen"
          );

          darkColor = Colors.get(
              Objects.equals(type, "forest") ? "waterShallowDarkBlue" : "waterShallowDarkGreen"
          );
        } else {
          waterType = MapCell.Type.DEEP_WATER;

          lightColor = Colors.get(
              Objects.equals(type, "forest") ? "waterDeepLightBlue" : "waterDeepLightGreen"
          );

          darkColor = Colors.get(
              Objects.equals(type, "forest") ? "waterDeepDarkBlue" : "waterDeepDarkGreen"
          );
        }

        water.setColor(lightColor);
        Tween tween = Tween.to(water, SpriteAccessor.COLOR, .5f).target(
            darkColor.r, darkColor.g, darkColor.b
        ).repeatYoyo(Tween.INFINITY, MathUtils.random());

        map[x][y] = new MapCell(water, waterType, "water", tween);
      }
    }
  }
}
 
Example #20
Source File: WorldRenderer.java    From xibalba with MIT License 4 votes vote down vote up
private void renderShadows() {
  Map map = WorldManager.world.getCurrentMap();

  for (int x = 0; x < map.width; x++) {
    for (int y = 0; y < map.height; y++) {
      MapCell cell = WorldManager.mapHelpers.getCell(x, y);

      if (cell.hidden) {
        continue;
      }

      if (god.hasWrath && cell.forgotten) {
        continue;
      }

      Entity enemy = WorldManager.mapHelpers.getEnemyAt(x, y);

      boolean canHearEnemy = WorldManager.entityHelpers.hasTrait(
          WorldManager.player, "Perceptive"
      ) && enemy != null && WorldManager.entityHelpers.canHear(WorldManager.player, enemy);

      if (canHearEnemy) {
        continue;
      }

      float alpha = playerAttributes.visionMap[x][y];

      if (map.light.hasLights() && alpha > 0) {
        if (alpha + map.light.lightMap[x][y] > 1) {
          alpha = 0.9f;
        } else {
          alpha += map.light.lightMap[x][y];
        }
      }

      alpha = alpha <= .15f ? .15f : alpha;

      if (god.hasWrath) {
        shadow.setColor(Color.BLACK);
      } else {
        shadow.setColor(Colors.get(WorldManager.world.getCurrentMap().type + "Background"));
      }

      shadow.setAlpha(-alpha);
      shadow.setPosition(x * Main.SPRITE_WIDTH, y * Main.SPRITE_HEIGHT);

      shadow.draw(batch);
    }
  }
}
 
Example #21
Source File: Main.java    From xibalba with MIT License 4 votes vote down vote up
/**
 * Setup & load the main menu.
 */
public void create() {
  // Debug shit
  debug = new Debug();

  // Load custom font
  assets = new AssetManager();
  FreeTypeFontGenerator generator =
      new FreeTypeFontGenerator(Gdx.files.internal("ui/Aller_Rg.ttf"));
  FreeTypeFontGenerator.FreeTypeFontParameter parameter =
      new FreeTypeFontGenerator.FreeTypeFontParameter();
  parameter.size = 12;
  BitmapFont font = generator.generateFont(parameter);
  generator.dispose();

  // Create UI skin
  skin = new Skin();
  skin.add("Aller", font, BitmapFont.class);
  skin.addRegions(new TextureAtlas(Gdx.files.internal("ui/uiskin.atlas")));
  skin.load(Gdx.files.internal("ui/uiskin.json"));
  skin.getFont("default-font").getData().markupEnabled = true;

  // Setup text colors
  Colors.put("LIGHT_GRAY", parseColor("c2c2c2"));
  Colors.put("DARK_GRAY", parseColor("666666"));
  Colors.put("CYAN", parseColor("67C8CF"));
  Colors.put("RED", parseColor("D67474"));
  Colors.put("YELLOW", parseColor("E0DFB1"));
  Colors.put("GREEN", parseColor("67CF8B"));

  // Environment colors
  Colors.put("forestFloor", parseColor("78AD8A"));
  Colors.put("forestFloorWet", parseColor("70BBAD"));
  Colors.put("forestTree-1", parseColor("67CF8B"));
  Colors.put("forestTree-2", parseColor("77E09B"));
  Colors.put("forestTree-3", parseColor("4AC775"));

  Colors.put("caveFloor-1", parseColor("7A7971"));
  Colors.put("caveFloor-2", parseColor("8C8B82"));
  Colors.put("caveFloor-3", parseColor("696862"));
  Colors.put("caveFloorWet", parseColor("71A48E"));
  Colors.put("caveWall", parseColor("66655C"));

  Colors.put("waterShallowLightBlue", parseColor("67C8CF"));
  Colors.put("waterShallowDarkBlue", parseColor("139EA8"));
  Colors.put("waterDeepLightBlue", parseColor("139EA8"));
  Colors.put("waterDeepDarkBlue", parseColor("0B7880"));

  Colors.put("waterShallowLightGreen", parseColor("67CFAB"));
  Colors.put("waterShallowDarkGreen", parseColor("13A88F"));
  Colors.put("waterDeepLightGreen", parseColor("13A88F"));
  Colors.put("waterDeepDarkGreen", parseColor("0B8074"));

  Colors.put("fire-1", parseColor("ED6161"));
  Colors.put("fire-2", parseColor("EDBE61"));
  Colors.put("fire-3", parseColor("ED9661"));

  // Decoration colors
  Colors.put("stone", Colors.get("LIGHT_GRAY"));
  Colors.put("bridge", parseColor("969482"));

  // Background colors
  Colors.put("screenBackground", parseColor("293033"));
  Colors.put("forestBackground", parseColor("29332F"));
  Colors.put("caveBackground", parseColor("293033"));

  // Tween manager
  tweenManager = new TweenManager();
  Tween.setCombinedAttributesLimit(4);
  Tween.registerAccessor(Sprite.class, new SpriteAccessor());

  // Cameras
  handheldCamera = new HandheldCamera();
  cameraShake = new CameraShake();

  // Start the main menu
  setScreen(new LoadingScreen(this));
}
 
Example #22
Source File: MapHelpers.java    From xibalba with MIT License 4 votes vote down vote up
/**
 * Make the floor sprite full of vomit.
 *
 * @param position Position of map cell
 */
public void makeFloorVomit(Vector2 position) {
  MapCell cell = getCell(position.x, position.y);
  cell.covered = MapCell.Covered.VOMIT;
  cell.sprite.setColor(Colors.get("YELLOW"));
}
 
Example #23
Source File: MapHelpers.java    From xibalba with MIT License 4 votes vote down vote up
/**
 * Make the floor sprite bloody.
 *
 * @param position Position of map cell
 */
public void makeFloorBloody(Vector2 position) {
  MapCell cell = getCell(position.x, position.y);
  cell.covered = MapCell.Covered.BLOOD;
  cell.sprite.setColor(Colors.get("RED"));
}
 
Example #24
Source File: CharacterScreen.java    From xibalba with MIT License 4 votes vote down vote up
@Override
public void render(float delta) {
  Gdx.gl.glClearColor(
      Colors.get("screenBackground").r,
      Colors.get("screenBackground").g,
      Colors.get("screenBackground").b,
      Colors.get("screenBackground").a
  );

  Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

  if (Gdx.input.isKeyJustPressed(Input.Keys.UP)) {
    dismembering = false;
    applyingItem = null;

    switch (sectionSelected) {
      case INVENTORY:
        if (itemSelected > 0) {
          ItemComponent nextItem
              = ComponentMappers.item.get(inventory.items.get(itemSelected - 1));

          if (stackedItems.get(nextItem.name) == null) {
            itemSelected -= 1;
          } else {
            itemSelected -= stackedItems.get(nextItem.name);
          }

          updateInventoryGroup();
          updateItemDetailsGroup();
        }

        break;
      default:
    }
  }

  if (Gdx.input.isKeyJustPressed(Input.Keys.DOWN)) {
    dismembering = false;
    applyingItem = null;

    switch (sectionSelected) {
      case INVENTORY:
        if (itemSelected < inventory.items.size() - 1) {
          ItemComponent thisItem = ComponentMappers.item.get(inventory.items.get(itemSelected));

          if (stackedItems.get(thisItem.name) == null) {
            itemSelected += 1;
          } else {
            itemSelected += stackedItems.get(thisItem.name);
          }

          updateInventoryGroup();
          updateItemDetailsGroup();
        }

        break;
      default:
    }
  }

  stage.act(delta);
  stage.draw();
}
 
Example #25
Source File: MapFire.java    From xibalba with MIT License 4 votes vote down vote up
/**
 * Update FIRES.
 *
 * @param delta Time since last frame
 * @param flood Keep spreading?
 */
public void update(float delta, boolean flood) {
  animCounter += delta;

  if (floodedCount < MathUtils.random(100, 300)) {
    if (flood) {
      flood(lastX + MathUtils.random(0, 2), lastY);
      flood(lastX - MathUtils.random(0, 2), lastY);
      flood(lastX, lastY + MathUtils.random(0, 2));
      flood(lastX, lastY - MathUtils.random(0, 2));
    }
  }

  if (animCounter >= .5f) {
    animCounter = 0;

    for (int x = 0; x < flooded.length; x++) {
      for (int y = 0; y < flooded[0].length; y++) {
        if (flooded[x][y] == MapCell.Type.FLOOR) {
          MapCell cell = map.getCellMap()[x][y];
          cell.description = "fire";

          String spriteKey = MathUtils.random() > 0.5 ? "1405" : "1407";
          Sprite sprite = Main.asciiAtlas.createSprite(spriteKey);
          sprite.setColor(Colors.get("fire-" + MathUtils.random(1, 3)));
          cell.sprite.set(sprite);
          cell.sprite.setPosition(x * Main.SPRITE_WIDTH, y * Main.SPRITE_HEIGHT);

          if (!cell.onFire) {
            ArrayList<Color> fireColors = new ArrayList<>();
            fireColors.add(Colors.get("fire-1"));
            fireColors.add(Colors.get("fire-2"));
            fireColors.add(Colors.get("fire-3"));

            Entity fireLight = new Entity();
            fireLight.add(
                new LightComponent(MathUtils.random(1, 3), true, fireColors)
            );
            fireLight.add(new PositionComponent(x, y));
            WorldManager.world.addEntity(fireLight);
          }

          cell.onFire = true;
        }
      }
    }
  }
}