use of com.almasb.fxgl.texture.Texture in project FXGL by AlmasB.
the class ColoringSample method initUI.
@Override
protected void initUI() {
getGameScene().setBackgroundColor(Color.color(0.75, 0.75, 0.75));
Texture original = texture("player2.png");
// long start = System.nanoTime();
//
// original.blend(new Rectangle(100, 100, Color.RED), BlendMode.ADD);
//
// System.out.println(System.nanoTime() - start);
//
// start = System.nanoTime();
//
// original.manualBlend(new Rectangle(100, 100, Color.RED), BlendMode.ADD);
//
// System.out.println(System.nanoTime() - start);
LinearGradient gradient = new LinearGradient(0.5, 0, 0.5, 1, true, CycleMethod.NO_CYCLE, new Stop(0, Color.RED), new Stop(1, Color.YELLOW));
EntityView view = new EntityView();
Texture outline1 = original.toColor(Color.BLACK);
view.addNode(outline1);
outline1.setTranslateX(1);
Texture outline2 = original.toColor(Color.BLACK);
view.addNode(outline2);
outline2.setTranslateX(-1);
Texture outline3 = original.toColor(Color.BLACK);
view.addNode(outline3);
outline3.setTranslateY(1);
Texture outline4 = original.toColor(Color.BLACK);
view.addNode(outline4);
outline4.setTranslateY(-1);
view.addNode(original.copy());
HBox hbox = new HBox(20, makeBox("Original", original), makeBox("Outline", view), // makeBox("Grayscale", original.toGrayscale()),
makeBox("Darker", original.darker()), makeBox("Brighter", original.brighter()), makeBox("Invert", original.invert()), makeBox("Saturate", original.saturate().saturate().saturate()));
HBox hbox2 = new HBox(20, makeBox("Soft: self", original.blend(original.copy(), BlendMode.SOFT_LIGHT)), makeBox("Add: red", original.blend(new Rectangle(200, 100, Color.RED), BlendMode.ADD)), makeBox("Red on blue", original.blend(new Rectangle(200, 100, Color.BLUE), BlendMode.RED)), makeBox("Color: red", original.toColor(Color.RED)), makeBox("Mult: red", original.multiplyColor(Color.RED)), makeBox("Screen: RY", original.blend(new Rectangle(200, 100, gradient), BlendMode.SCREEN)));
Texture brick1 = texture("brick.png");
brick1.setScaleX(1.5);
brick1.setScaleY(1.5);
Texture brick2 = texture("brick.png");
brick2.setScaleX(1.5);
brick2.setScaleY(1.5);
Texture brick3 = texture("brick.png");
brick3.setScaleX(1.5);
brick3.setScaleY(1.5);
Texture brick4 = texture("brick.png");
brick4.setScaleX(1.5);
brick4.setScaleY(1.5);
Texture ship1 = original.copy();
ship1.setScaleX(0.7);
ship1.setScaleY(0.7);
HBox hbox3 = new HBox(20, makeBox("Texture 2", texture("brick.png")), makeBox("Diff", original.blend(brick1, BlendMode.DIFFERENCE)), makeBox("Diff^-1", brick3.blend(ship1, BlendMode.DIFFERENCE)), makeBox("Overlay", original.blend(brick2, BlendMode.OVERLAY)), makeBox("Exclusion", original.blend(brick4, BlendMode.EXCLUSION)));
hbox.setTranslateY(50);
hbox2.setTranslateY(250);
hbox3.setTranslateY(450);
Text t = getUIFactory().newText("Texture v Texture Blend", Color.WHITE, 24);
getUIFactory().centerText(t, getWidth() / 2, getHeight() - 150);
getGameScene().addUINodes(hbox, hbox2, hbox3, t);
}
use of com.almasb.fxgl.texture.Texture in project FXGL by AlmasB.
the class QuadSample method initGame.
@Override
protected void initGame() {
getGameScene().setBackgroundColor(Color.BLACK);
Texture ship = texture("player2.png");
double h = 7;
System.out.println(h);
for (int i = 0; i < 10; i++) {
Texture quad = ship.subTexture(new Rectangle2D(0, i * h, ship.getImage().getWidth(), h));
quad.setTranslateY(100 + i * h);
originals.add(quad);
textures.add(quad.copy());
textures2.add(quad.toColor(Color.RED));
getGameScene().addUINode(quad);
}
}
use of com.almasb.fxgl.texture.Texture in project FXGL by AlmasB.
the class MapGenerationSample method variety.
private void variety() {
// tile size
int size = 5;
int W = getWidth() / size;
int H = getHeight() / size;
HeightMapGenerator gen = new HeightMapGenerator(2.4);
gen.setGenFunction((nx, ny, freq) -> {
double e = FXGLMath.noise2D(nx, ny) + 0.5 * FXGLMath.noise2D(2 * nx, 2 * ny) + 0.25 * FXGLMath.noise2D(9 * nx, 9 * ny);
double noiseValue = Math.pow(e, 3.3);
if (noiseValue < 0) {
noiseValue = 0;
}
if (noiseValue > 1) {
noiseValue = 1;
}
return noiseValue;
});
Grid<Double> map = gen.generate(W, H);
map.forEach((data, x, y) -> {
Texture texture;
if (data < 0.2) {
// water
texture = new Texture(new WritableImage(size, size)).replaceColor(Color.TRANSPARENT, Color.BLUE);
} else if (data < 0.8) {
// grass
texture = DSLKt.texture("grass.png", size, size);
} else {
// in-land grass / mud?
texture = DSLKt.texture("grass.png", size, size).desaturate().brighter().desaturate();
}
Entities.builder().at(x * size, y * size).viewFromNode(texture).buildAndAttach();
});
}
use of com.almasb.fxgl.texture.Texture in project FXGL by AlmasB.
the class MapGenerationSample method plain.
private void plain() {
// tile size
int size = 5;
int W = getWidth() / size;
int H = getHeight() / size;
MapGenerator<BiomeMapGenerator.BiomeData> gen = new BiomeMapGenerator(2.4);
Grid<BiomeMapGenerator.BiomeData> map = gen.generate(W, H);
map.forEach((data, x, y) -> {
Texture texture;
if (data.getElevation() < 0.2) {
// water
texture = new Texture(new WritableImage(size, size)).replaceColor(Color.TRANSPARENT, Color.BLUE);
} else if (data.getElevation() < 0.8) {
// grass
texture = DSLKt.texture("grass.png", size, size);
} else {
// in-land grass / mud?
texture = DSLKt.texture("grass.png", size, size).desaturate().brighter().desaturate();
}
Entities.builder().at(x * size, y * size).viewFromNode(texture).buildAndAttach();
});
}
use of com.almasb.fxgl.texture.Texture in project FXGL by AlmasB.
the class MapGenerationSample method coloredMap.
private void coloredMap() {
// tile size
int size = 1;
int W = getWidth() / size;
int H = getHeight() / size;
HeightMapGenerator gen = new HeightMapGenerator(2.4);
gen.setGenFunction((nx, ny, freq) -> {
double e = FXGLMath.noise2D(nx, ny) + 0.5 * FXGLMath.noise2D(2 * nx, 2 * ny) + 0.25 * FXGLMath.noise2D(9 * nx, 9 * ny);
double noiseValue = Math.pow(e, 3.3);
if (noiseValue < 0) {
noiseValue = 0;
}
if (noiseValue > 1) {
noiseValue = 1;
}
return noiseValue;
});
Grid<Double> map = gen.generate(W, H);
// use different interpolators if needed
AnimatedColor water = new AnimatedColor(Color.DARKBLUE, Color.AQUA, Interpolators.LINEAR.EASE_OUT());
AnimatedColor land = new AnimatedColor(Color.DARKGREEN, Color.LIGHTGREEN, Interpolators.LINEAR.EASE_OUT());
AnimatedColor desert = new AnimatedColor(Color.YELLOW, Color.LIGHTYELLOW);
AnimatedColor snow = new AnimatedColor(Color.BROWN, Color.WHITESMOKE);
WritableImage image = new WritableImage(W, H);
map.forEach((data, x, y) -> {
AnimatedColor anim;
if (data < 0.2) {
anim = water;
} else if (data < 0.4) {
anim = land;
} else if (data < 0.8) {
anim = desert;
} else {
anim = snow;
}
image.getPixelWriter().setColor(x, y, anim.getValue(data));
});
getGameScene().addUINode(new Texture(image));
}
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