use of me.dumfing.multiplayerTools.MultiplayerClient 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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