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Example 26 with Actor

use of com.badlogic.gdx.scenes.scene2d.Actor in project AmazingMaze by TheVirtualMachine.

the class StoryScreen method setupUI.

/** Helper method to setup the UI. */
private void setupUI() {
    stage = new Stage(new ScreenViewport(), game.batch);
    table = new Table();
    table.top().center();
    table.setFillParent(true);
    stage.addActor(table);
    header = new Label("Story", game.assets.skin, Assets.SERIF_HEADER_STYLE);
    table.add(header).padTop(Gdx.graphics.getHeight() / 25f);
    storyLabel = new Label(readStory(), game.assets.skin, Assets.STORY_STYLE);
    storyLabel.setWrap(true);
    table.row();
    table.add(storyLabel).maxWidth(Gdx.graphics.getWidth()).prefWidth(Gdx.graphics.getWidth() / 1.125f).pad(Gdx.graphics.getHeight() / 25f);
    continueButton = new TextButton("Continue...", game.assets.skin);
    continueButton.addListener(new ChangeListener() {

        @Override
        public void changed(ChangeEvent event, Actor actor) {
            if (continueButton.isPressed()) {
                game.setScreen(new MazeScreen(game, false));
            }
        }
    });
    table.row();
    table.add(continueButton).width(Gdx.graphics.getWidth() / 4f).pad(Gdx.graphics.getHeight() / 25f).expandY().bottom().fillY();
}
Also used : TextButton(com.badlogic.gdx.scenes.scene2d.ui.TextButton) Table(com.badlogic.gdx.scenes.scene2d.ui.Table) Actor(com.badlogic.gdx.scenes.scene2d.Actor) Label(com.badlogic.gdx.scenes.scene2d.ui.Label) Stage(com.badlogic.gdx.scenes.scene2d.Stage) ChangeListener(com.badlogic.gdx.scenes.scene2d.utils.ChangeListener) ScreenViewport(com.badlogic.gdx.utils.viewport.ScreenViewport)

Example 27 with Actor

use of com.badlogic.gdx.scenes.scene2d.Actor in project Entitas-Java by Rubentxu.

the class GuiFactory method createTouchPad.

public Touchpad createTouchPad(float width, float height, InputEntity player) {
    Touchpad touchpad = new Touchpad(10 * ScaleUtil.getSizeRatio(), skin);
    touchpad.setPosition(25 * ScaleUtil.getSizeRatio(), 15);
    touchpad.setWidth(width);
    touchpad.setHeight(height);
    PlayerInputController stateController = player.getPlayerInputController();
    touchpad.addListener(new ChangeListener() {

        @Override
        public void changed(ChangeEvent event, Actor actor) {
            System.out.println("PercentX " + ((Touchpad) actor).getKnobPercentX() + "PercentY " + ((Touchpad) actor).getKnobPercentY());
            if (((Touchpad) actor).getKnobPercentX() == 0 || ((Touchpad) actor).getKnobPercentX() < 0.5 && ((Touchpad) actor).getKnobPercentX() > -0.5) {
                //                    controller.rightReleased();
                //                    controller.leftReleased();
                player.replacePlayerInputController(false, false, stateController.jumpPressed);
            }
            if (((Touchpad) actor).getKnobPercentX() > 0.5) {
                //                    controller.rightPressed();
                //                    controller.leftReleased();
                player.replacePlayerInputController(false, true, stateController.jumpPressed);
            }
            if (((Touchpad) actor).getKnobPercentX() < -0.5) {
                //                    controller.leftPressed();
                //                    controller.rightReleased();
                player.replacePlayerInputController(true, false, stateController.jumpPressed);
            }
            if (((Touchpad) actor).getKnobPercentY() > 0.5) {
                //                    controller.jumpPressed();
                player.replacePlayerInputController(stateController.leftPressed, stateController.rightPressed, true);
            } else {
                //                    controller.jumpReleased();
                player.replacePlayerInputController(stateController.leftPressed, stateController.rightPressed, false);
            }
        }
    });
    return touchpad;
}
Also used : PlayerInputController(com.indignado.games.states.game.component.input.PlayerInputController) Actor(com.badlogic.gdx.scenes.scene2d.Actor) ChangeListener(com.badlogic.gdx.scenes.scene2d.utils.ChangeListener)

Example 28 with Actor

use of com.badlogic.gdx.scenes.scene2d.Actor in project Catacomb-Snatch by Catacomb-Snatch.

the class MenuScene method update.

@Override
public void update(boolean resize) {
    if (resize) {
        int x = (Screen.getWidth() - 150) / 2, p = 40;
        for (int i = 0; i < getActors().size; i++) {
            getActors().get(i).setPosition(x, p + (p * i));
        }
    }
    if (index < getActors().size) {
        Actor actor = getActors().get(index);
        aniX = (int) (actor.getX() - (Art.lordLard[0][0].getRegionWidth() / 2));
        aniY = (int) (actor.getY());
    }
}
Also used : Actor(com.badlogic.gdx.scenes.scene2d.Actor)

Example 29 with Actor

use of com.badlogic.gdx.scenes.scene2d.Actor in project Catacomb-Snatch by Catacomb-Snatch.

the class MenuScene method init.

protected void init() {
    // Set actor width
    for (Actor actor : getActors()) {
        actor.setWidth(150);
        actor.addListener(new EventListener() {

            @Override
            public boolean handle(Event event) {
                aniY = (int) event.getListenerActor().getY();
                return true;
            }
        });
    }
    // Set index to the topmost actor
    index = getActors().size - 1;
    // Properly place actors
    update(true);
}
Also used : Actor(com.badlogic.gdx.scenes.scene2d.Actor) KeyReleaseEvent(net.catacombsnatch.game.event.input.events.KeyReleaseEvent) Event(com.badlogic.gdx.scenes.scene2d.Event) EventListener(com.badlogic.gdx.scenes.scene2d.EventListener)

Example 30 with Actor

use of com.badlogic.gdx.scenes.scene2d.Actor in project gdx-skineditor by cobolfoo.

the class MenuBar method showExportDialog.

/*
	 * Show export dialog
	 */
protected void showExportDialog() {
    final Preferences prefs = Gdx.app.getPreferences("skin_editor_project_" + game.screenMain.getcurrentProject());
    final TextField textDirectory = new TextField(prefs.getString("export_to_directory"), game.skin);
    Dialog dlg = new Dialog("Export to Directory", game.skin) {

        @Override
        protected void result(Object object) {
            if ((Boolean) object == true) {
                if (textDirectory.getText().isEmpty() == true) {
                    game.showNotice("Warning", "Directory field is empty!", game.screenMain.stage);
                    return;
                }
                FileHandle targetDirectory = new FileHandle(textDirectory.getText());
                if (targetDirectory.exists() == false) {
                    game.showNotice("Warning", "Directory not found!", game.screenMain.stage);
                    return;
                }
                // Copy uiskin.* and *.fnt 
                FileHandle projectFolder = Gdx.files.local("projects").child(game.screenMain.getcurrentProject());
                for (FileHandle file : projectFolder.list()) {
                    if (file.name().startsWith("uiskin.") || (file.extension().equalsIgnoreCase("fnt"))) {
                        Gdx.app.log("MenuBar", "Copying file: " + file.name() + " ...");
                        FileHandle target = targetDirectory.child(file.name());
                        file.copyTo(target);
                    }
                }
                game.showNotice("Operation Completed", "Project successfully exported!", game.screenMain.stage);
            }
        }
    };
    dlg.pad(20);
    Table table = dlg.getContentTable();
    table.padTop(20);
    table.add("Directory:");
    table.add(textDirectory).width(320);
    TextButton buttonChoose = new TextButton("...", game.skin);
    buttonChoose.addListener(new ChangeListener() {

        @Override
        public void changed(ChangeEvent event, Actor actor) {
            // Need to steal focus first with this hack (Thanks to Z-Man)
            Frame frame = new Frame();
            frame.setUndecorated(true);
            frame.setOpacity(0);
            frame.setLocationRelativeTo(null);
            frame.setVisible(true);
            frame.toFront();
            frame.setVisible(false);
            frame.dispose();
            JFileChooser chooser = new JFileChooser();
            chooser.setFileSelectionMode(JFileChooser.DIRECTORIES_ONLY);
            int ret = chooser.showOpenDialog(null);
            if (ret == JFileChooser.APPROVE_OPTION) {
                File f = chooser.getSelectedFile();
                textDirectory.setText(f.getAbsolutePath());
                // Store to file
                prefs.putString("export_to_directory", f.getAbsolutePath());
                prefs.flush();
            }
        }
    });
    table.add(buttonChoose);
    table.row();
    table.padBottom(20);
    dlg.button("Export", true);
    dlg.button("Cancel", false);
    dlg.key(com.badlogic.gdx.Input.Keys.ENTER, true);
    dlg.key(com.badlogic.gdx.Input.Keys.ESCAPE, false);
    dlg.show(getStage());
}
Also used : TextButton(com.badlogic.gdx.scenes.scene2d.ui.TextButton) Frame(java.awt.Frame) Table(com.badlogic.gdx.scenes.scene2d.ui.Table) FileHandle(com.badlogic.gdx.files.FileHandle) JFileChooser(javax.swing.JFileChooser) DrawablePickerDialog(org.shadebob.skineditor.DrawablePickerDialog) Dialog(com.badlogic.gdx.scenes.scene2d.ui.Dialog) ColorPickerDialog(org.shadebob.skineditor.ColorPickerDialog) FontPickerDialog(org.shadebob.skineditor.FontPickerDialog) Actor(com.badlogic.gdx.scenes.scene2d.Actor) TextField(com.badlogic.gdx.scenes.scene2d.ui.TextField) ChangeListener(com.badlogic.gdx.scenes.scene2d.utils.ChangeListener) Preferences(com.badlogic.gdx.Preferences) File(java.io.File)

Aggregations

Actor (com.badlogic.gdx.scenes.scene2d.Actor)67 ChangeListener (com.badlogic.gdx.scenes.scene2d.utils.ChangeListener)26 Stage (com.badlogic.gdx.scenes.scene2d.Stage)19 TextButton (com.badlogic.gdx.scenes.scene2d.ui.TextButton)19 Label (com.badlogic.gdx.scenes.scene2d.ui.Label)18 Table (com.badlogic.gdx.scenes.scene2d.ui.Table)15 Layout (com.badlogic.gdx.scenes.scene2d.utils.Layout)11 Skin (com.badlogic.gdx.scenes.scene2d.ui.Skin)10 InputEvent (com.badlogic.gdx.scenes.scene2d.InputEvent)9 Texture (com.badlogic.gdx.graphics.Texture)8 Group (com.badlogic.gdx.scenes.scene2d.Group)8 BitmapFont (com.badlogic.gdx.graphics.g2d.BitmapFont)7 InputListener (com.badlogic.gdx.scenes.scene2d.InputListener)7 TextureRegion (com.badlogic.gdx.graphics.g2d.TextureRegion)6 Dialog (com.badlogic.gdx.scenes.scene2d.ui.Dialog)6 Image (com.badlogic.gdx.scenes.scene2d.ui.Image)6 ScreenViewport (com.badlogic.gdx.utils.viewport.ScreenViewport)6 CheckBox (com.badlogic.gdx.scenes.scene2d.ui.CheckBox)5 ScrollPane (com.badlogic.gdx.scenes.scene2d.ui.ScrollPane)5 Slider (com.badlogic.gdx.scenes.scene2d.ui.Slider)5