use of com.watabou.pixeldungeon.ui.RedButton in project pixel-dungeon by watabou.
the class SurfaceScene method create.
@Override
public void create() {
super.create();
Music.INSTANCE.play(Assets.HAPPY, true);
Music.INSTANCE.volume(1f);
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) / 2);
float vy = align((h - SKY_HEIGHT - BUTTON_HEIGHT) / 2);
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 = !Dungeon.nightMode;
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);
a.x = PixelScene.align((SKY_WIDTH - a.width) / 2);
a.y = SKY_HEIGHT - a.height;
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;
window.add(pet);
window.add(new TouchArea(sky) {
protected void onClick(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("Game Over") {
protected void onClick() {
Game.switchScene(TitleScene.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.watabou.pixeldungeon.ui.RedButton in project pixel-dungeon by watabou.
the class AmuletScene method create.
@Override
public void create() {
super.create();
BitmapTextMultiline text = null;
if (!noText) {
text = createMultiline(TXT, 8);
text.maxWidth = WIDTH;
text.measure();
add(text);
}
amulet = new Image(Assets.AMULET);
add(amulet);
RedButton btnExit = new RedButton(TXT_EXIT) {
@Override
protected void onClick() {
Dungeon.win(ResultDescriptions.WIN);
Dungeon.deleteGame(Dungeon.hero.heroClass, true);
Game.switchScene(noText ? TitleScene.class : RankingsScene.class);
}
};
btnExit.setSize(WIDTH, BTN_HEIGHT);
add(btnExit);
RedButton btnStay = new RedButton(TXT_STAY) {
@Override
protected void onClick() {
onBackPressed();
}
};
btnStay.setSize(WIDTH, BTN_HEIGHT);
add(btnStay);
float height;
if (noText) {
height = amulet.height + LARGE_GAP + btnExit.height() + SMALL_GAP + btnStay.height();
amulet.x = align((Camera.main.width - amulet.width) / 2);
amulet.y = align((Camera.main.height - height) / 2);
btnExit.setPos((Camera.main.width - btnExit.width()) / 2, amulet.y + amulet.height + LARGE_GAP);
btnStay.setPos(btnExit.left(), btnExit.bottom() + SMALL_GAP);
} else {
height = amulet.height + LARGE_GAP + text.height() + LARGE_GAP + btnExit.height() + SMALL_GAP + btnStay.height();
amulet.x = align((Camera.main.width - amulet.width) / 2);
amulet.y = align((Camera.main.height - height) / 2);
text.x = align((Camera.main.width - text.width()) / 2);
text.y = amulet.y + amulet.height + LARGE_GAP;
btnExit.setPos((Camera.main.width - btnExit.width()) / 2, text.y + text.height() + LARGE_GAP);
btnStay.setPos(btnExit.left(), btnExit.bottom() + SMALL_GAP);
}
new Flare(8, 48).color(0xFFDDBB, true).show(amulet, 0).angularSpeed = +30;
fadeIn();
}
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