use of com.shatteredpixel.shatteredpixeldungeon.ui.Archs in project shattered-pixel-dungeon-gdx by 00-Evan.
the class SurfaceScene method create.
@Override
public void create() {
super.create();
Music.INSTANCE.play(Assets.HAPPY, true);
uiCamera.visible = false;
int w = Camera.main.width;
int h = Camera.main.height;
Archs archs = new Archs();
archs.reversed = true;
archs.setSize(w, h);
add(archs);
float vx = align((w - SKY_WIDTH) / 2f);
float vy = align((h - SKY_HEIGHT - BUTTON_HEIGHT) / 2f);
Point s = Camera.main.cameraToScreen(vx, vy);
viewport = new Camera(s.x, s.y, SKY_WIDTH, SKY_HEIGHT, defaultZoom);
Camera.add(viewport);
Group window = new Group();
window.camera = viewport;
add(window);
boolean dayTime = Calendar.getInstance().get(Calendar.HOUR_OF_DAY) >= 7;
Sky sky = new Sky(dayTime);
sky.scale.set(SKY_WIDTH, SKY_HEIGHT);
window.add(sky);
if (!dayTime) {
for (int i = 0; i < NSTARS; i++) {
float size = Random.Float();
ColorBlock star = new ColorBlock(size, size, 0xFFFFFFFF);
star.x = Random.Float(SKY_WIDTH) - size / 2;
star.y = Random.Float(SKY_HEIGHT) - size / 2;
star.am = size * (1 - star.y / SKY_HEIGHT);
window.add(star);
}
}
float range = SKY_HEIGHT * 2 / 3;
for (int i = 0; i < NCLOUDS; i++) {
Cloud cloud = new Cloud((NCLOUDS - 1 - i) * (range / NCLOUDS) + Random.Float(range / NCLOUDS), dayTime);
window.add(cloud);
}
int nPatches = (int) (sky.width() / GrassPatch.WIDTH + 1);
for (int i = 0; i < nPatches * 4; i++) {
GrassPatch patch = new GrassPatch((i - 0.75f) * GrassPatch.WIDTH / 4, SKY_HEIGHT + 1, dayTime);
patch.brightness(dayTime ? 0.7f : 0.4f);
window.add(patch);
}
Avatar a = new Avatar(Dungeon.hero.heroClass);
// Removing semitransparent contour
a.am = 2;
a.aa = -1;
a.x = (SKY_WIDTH - a.width) / 2;
a.y = SKY_HEIGHT - a.height;
align(a);
window.add(a);
final Pet pet = new Pet();
pet.rm = pet.gm = pet.bm = 1.2f;
pet.x = SKY_WIDTH / 2 + 2;
pet.y = SKY_HEIGHT - pet.height;
align(pet);
window.add(pet);
window.add(new TouchArea(sky) {
protected void onClick(NoosaInputProcessor.Touch touch) {
pet.jump();
}
});
for (int i = 0; i < nPatches; i++) {
GrassPatch patch = new GrassPatch((i - 0.5f) * GrassPatch.WIDTH, SKY_HEIGHT, dayTime);
patch.brightness(dayTime ? 1.0f : 0.8f);
window.add(patch);
}
Image frame = new Image(Assets.SURFACE);
frame.frame(0, 0, FRAME_WIDTH, FRAME_HEIGHT);
frame.x = vx - FRAME_MARGIN_X;
frame.y = vy - FRAME_MARGIN_TOP;
add(frame);
if (dayTime) {
a.brightness(1.2f);
pet.brightness(1.2f);
} else {
frame.hardlight(0xDDEEFF);
}
RedButton gameOver = new RedButton(Messages.get(this, "exit")) {
protected void onClick() {
Game.switchScene(RankingsScene.class);
}
};
gameOver.setSize(SKY_WIDTH - FRAME_MARGIN_X * 2, BUTTON_HEIGHT);
gameOver.setPos(frame.x + FRAME_MARGIN_X * 2, frame.y + frame.height + 4);
add(gameOver);
Badges.validateHappyEnd();
fadeIn();
}
use of com.shatteredpixel.shatteredpixeldungeon.ui.Archs in project shattered-pixel-dungeon-gdx by 00-Evan.
the class TitleScene method create.
@Override
public void create() {
super.create();
Music.INSTANCE.play(Assets.THEME, true);
uiCamera.visible = false;
int w = Camera.main.width;
int h = Camera.main.height;
Archs archs = new Archs();
archs.setSize(w, h);
add(archs);
Image title = BannerSprites.get(BannerSprites.Type.PIXEL_DUNGEON);
add(title);
float topRegion = Math.max(95f, h * 0.45f);
title.x = (w - title.width()) / 2f;
if (SPDSettings.landscape())
title.y = (topRegion - title.height()) / 2f;
else
title.y = 16 + (topRegion - title.height() - 16) / 2f;
align(title);
placeTorch(title.x + 22, title.y + 46);
placeTorch(title.x + title.width - 22, title.y + 46);
Image signs = new Image(BannerSprites.get(BannerSprites.Type.PIXEL_DUNGEON_SIGNS)) {
private float time = 0;
@Override
public void update() {
super.update();
am = Math.max(0f, (float) Math.sin(time += Game.elapsed));
if (time >= 1.5f * Math.PI)
time = 0;
}
@Override
public void draw() {
Blending.setLightMode();
super.draw();
Blending.setNormalMode();
}
};
signs.x = title.x + (title.width() - signs.width()) / 2f;
signs.y = title.y;
add(signs);
DashboardItem btnBadges = new DashboardItem(Messages.get(this, "badges"), 3) {
@Override
protected void onClick() {
ShatteredPixelDungeon.switchNoFade(BadgesScene.class);
}
};
add(btnBadges);
DashboardItem btnAbout = new DashboardItem(Messages.get(this, "about"), 1) {
@Override
protected void onClick() {
ShatteredPixelDungeon.switchNoFade(AboutScene.class);
}
};
add(btnAbout);
DashboardItem btnPlay = new DashboardItem(Messages.get(this, "play"), 0) {
@Override
protected void onClick() {
if (GamesInProgress.checkAll().size() == 0) {
TitleScene.this.add(new WndStartGame(1));
} else {
ShatteredPixelDungeon.switchNoFade(StartScene.class);
}
}
};
add(btnPlay);
DashboardItem btnRankings = new DashboardItem(Messages.get(this, "rankings"), 2) {
@Override
protected void onClick() {
ShatteredPixelDungeon.switchNoFade(RankingsScene.class);
}
};
add(btnRankings);
if (SPDSettings.landscape()) {
btnRankings.setPos(w / 2 - btnRankings.width(), topRegion);
btnBadges.setPos(w / 2, topRegion);
btnPlay.setPos(btnRankings.left() - btnPlay.width(), topRegion);
btnAbout.setPos(btnBadges.right(), topRegion);
} else {
btnPlay.setPos(w / 2 - btnPlay.width(), topRegion);
btnRankings.setPos(w / 2, btnPlay.top());
btnBadges.setPos(w / 2 - btnBadges.width(), btnPlay.top() + DashboardItem.SIZE);
btnAbout.setPos(w / 2, btnBadges.top());
}
BitmapText version = new BitmapText("v " + Game.version + "", pixelFont);
version.measure();
version.hardlight(0xCCCCCC);
version.x = w - version.width();
version.y = h - version.height();
add(version);
Button changes = new ChangesButton();
changes.setPos(w - changes.width(), h - version.height() - changes.height());
add(changes);
int pos = 0;
PrefsButton btnPrefs = new PrefsButton();
btnPrefs.setRect(pos, 0, 16, 16);
add(btnPrefs);
pos += btnPrefs.width();
LanguageButton btnLang = new LanguageButton();
btnLang.setRect(pos, 0, 14, 16);
add(btnLang);
ExitButton btnExit = new ExitButton();
btnExit.setPos(w - btnExit.width(), 0);
add(btnExit);
UpdateNotification updInfo = new UpdateNotification();
updInfo.setPos(0, h - updInfo.height());
add(updInfo);
fadeIn();
}
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