use of com.badlogic.gdx.graphics.g2d.BitmapFont in project libgdx by libgdx.
the class ViewportTest2 method create.
public void create() {
font = new BitmapFont();
font.setColor(0, 0, 0, 1);
Pixmap pixmap = new Pixmap(16, 16, Format.RGBA8888);
pixmap.setColor(1, 1, 1, 1);
pixmap.fill();
texture = new Texture(pixmap);
batch = new SpriteBatch();
camera = new OrthographicCamera();
camera.position.set(100, 100, 0);
camera.update();
viewports = ViewportTest1.getViewports(camera);
viewport = viewports.first();
names = ViewportTest1.getViewportNames();
name = names.first();
Gdx.input.setInputProcessor(new InputAdapter() {
public boolean keyDown(int keycode) {
if (keycode == Input.Keys.SPACE) {
int index = (viewports.indexOf(viewport, true) + 1) % viewports.size;
name = names.get(index);
viewport = viewports.get(index);
resize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
}
return false;
}
});
}
use of com.badlogic.gdx.graphics.g2d.BitmapFont in project libgdx by libgdx.
the class YDownTest method create.
@Override
public void create() {
// a bitmap font to draw some text, note that we
// pass true to the constructor, which flips glyphs on y
font = new BitmapFont(Gdx.files.internal("data/arial-15.fnt"), true);
// a texture region, note the flipping on y again
region = new TextureRegion(new Texture("data/badlogic.jpg"));
region.flip(false, true);
// a texture atlas, note the boolean
atlas = new TextureAtlas(Gdx.files.internal("data/pack"), true);
// a sprite, created from a region in the atlas
sprite = atlas.createSprite("badlogicsmall");
sprite.setPosition(0, 0);
// a sprite batch with which we want to render
batch = new SpriteBatch();
// a camera, note the setToOrtho call, which will set the y-axis
// to point downwards
camera = new OrthographicCamera();
camera.setToOrtho(true);
// a stage which uses our y-down camera and a simple actor (see MyActor below),
// which uses the flipped region. The key here is to
// set our y-down camera on the stage, the rest is just for demo purposes.
stage = new Stage();
stage.getViewport().setCamera(camera);
image = new MyActor(region);
image.setPosition(100, 100);
stage.addActor(image);
// finally we write up the stage as the input process and call it a day.
Gdx.input.setInputProcessor(stage);
}
use of com.badlogic.gdx.graphics.g2d.BitmapFont in project libgdx by libgdx.
the class TextInputDialogTest method create.
public void create() {
message = "Touch screen for dialog";
batch = new SpriteBatch();
font = new BitmapFont();
Gdx.input.getTextInput(new TextInputListener() {
@Override
public void input(String text) {
message = "message: " + text + ", touch screen for new dialog";
}
@Override
public void canceled() {
message = "cancled by user";
}
}, "enter something funny", "funny", "something funny");
}
use of com.badlogic.gdx.graphics.g2d.BitmapFont in project libgdx by libgdx.
the class TextureDownloadTest method create.
@Override
public void create() {
new Thread(new Runnable() {
/** Downloads the content of the specified url to the array. The array has to be big enough. */
private int download(byte[] out, String url) {
InputStream in = null;
try {
HttpURLConnection conn = null;
conn = (HttpURLConnection) new URL(url).openConnection();
conn.setDoInput(true);
conn.setDoOutput(false);
conn.setUseCaches(true);
conn.connect();
in = conn.getInputStream();
int readBytes = 0;
while (true) {
int length = in.read(out, readBytes, out.length - readBytes);
if (length == -1)
break;
readBytes += length;
}
return readBytes;
} catch (Exception ex) {
return 0;
} finally {
StreamUtils.closeQuietly(in);
}
}
@Override
public void run() {
// assuming the content is not bigger than 200kb.
byte[] bytes = new byte[200 * 1024];
int numBytes = download(bytes, "http://www.badlogicgames.com/wordpress/wp-content/uploads/2012/01/badlogic-new.png");
if (numBytes != 0) {
// load the pixmap, make it a power of two if necessary (not needed for GL ES 2.0!)
Pixmap pixmap = new Pixmap(bytes, 0, numBytes);
final int originalWidth = pixmap.getWidth();
final int originalHeight = pixmap.getHeight();
int width = MathUtils.nextPowerOfTwo(pixmap.getWidth());
int height = MathUtils.nextPowerOfTwo(pixmap.getHeight());
final Pixmap potPixmap = new Pixmap(width, height, pixmap.getFormat());
potPixmap.drawPixmap(pixmap, 0, 0, 0, 0, pixmap.getWidth(), pixmap.getHeight());
pixmap.dispose();
Gdx.app.postRunnable(new Runnable() {
@Override
public void run() {
image = new TextureRegion(new Texture(potPixmap), 0, 0, originalWidth, originalHeight);
}
});
}
}
}).start();
font = new BitmapFont();
batch = new SpriteBatch();
}
use of com.badlogic.gdx.graphics.g2d.BitmapFont in project Alkahest-Coffee by AlkahestDev.
the class MainGame method create.
@Override
public void create() {
Gdx.graphics.setCursor(Gdx.graphics.newCursor(new Pixmap(Gdx.files.internal("mouseCursorTemp.png")), 0, 0));
assetManager = new AssetManager();
queueLoading();
camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
camera.translate(Gdx.graphics.getWidth() / 2, Gdx.graphics.getHeight() / 2);
camera.update();
//viewport = new FitViewport(1920, 1080, camera);
fontCaches = new Array<BitmapFontCache>();
BitmapFont dagger20 = new BitmapFont(Gdx.files.internal("fonts/dagger20.fnt"));
BitmapFont dagger30 = new BitmapFont(Gdx.files.internal("fonts/dagger30.fnt"));
BitmapFont dagger40 = new BitmapFont(Gdx.files.internal("fonts/dagger40.fnt"));
BitmapFont dagger50 = new BitmapFont(Gdx.files.internal("fonts/dagger50.fnt"));
dagger20.getData().markupEnabled = true;
dagger30.getData().markupEnabled = true;
dagger40.getData().markupEnabled = true;
dagger50.getData().markupEnabled = true;
fontCaches.add(new BitmapFontCache(dagger20));
fontCaches.add(new BitmapFontCache(dagger30));
fontCaches.add(new BitmapFontCache(dagger40));
fontCaches.add(new BitmapFontCache(dagger50));
shapeRenderer = new ShapeRenderer();
gameMain = new MainMenu(fontCaches, assetManager, camera);
loadingMenu = new LoadingMenu(fontCaches, assetManager, camera);
connectingMenu = new ConnectingMenu(fontCaches, assetManager, camera);
serverBrowser = new ServerBrowser(fontCaches, assetManager, camera);
settingsMenu = new SettingsMenu(fontCaches, assetManager, camera);
pickingInfoMenu = new ClientPickingInfoMenu(fontCaches, assetManager, camera);
lobbyMenu = new ClientLobbyMenu(fontCaches, assetManager, camera);
// loadingmenu is the only one that is setup before anything else is loaded, background frames are loaded and added to it here
setupLoadingMenu();
scW = Gdx.graphics.getWidth();
scH = Gdx.graphics.getHeight();
//System.out.println(new Pixmap(Gdx.files.internal("pixmapTest.png")).getPixel(0,0)>>8);//since gimp doesn't do alpha in a friendly way, I'll bitshift right 8 bits to ignore alpha
state = GameState.State.LOADINGGAME;
batch = new SpriteBatch();
client = new MultiplayerClient();
clientSoldier = new PlayerSoldier(new Rectangle(0, 0, 1, 2), 0, "");
client.startClient();
shapeRenderer.setProjectionMatrix(camera.combined);
batch.setProjectionMatrix(camera.combined);
menu = new UniversalClientMenu(fontCaches, assetManager, camera);
Gdx.input.setInputProcessor(this);
}
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