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Java Color類代碼示例

本文整理匯總了Java中com.badlogic.gdx.graphics.Color的典型用法代碼示例。如果您正苦於以下問題:Java Color類的具體用法?Java Color怎麽用?Java Color使用的例子?那麽, 這裏精選的類代碼示例或許可以為您提供幫助。


Color類屬於com.badlogic.gdx.graphics包,在下文中一共展示了Color類的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。

示例1: Maps

import com.badlogic.gdx.graphics.Color; //導入依賴的package包/類
public Maps() {
	json.setOutputType(OutputType.json);
	json.setElementType(ArrayContainer.class, "maps", Map.class);
	json.setSerializer(Color.class, new ColorSerializer());
}
 
開發者ID:Anuken,項目名稱:Mindustry,代碼行數:6,代碼來源:Maps.java

示例2: MenuScreen

import com.badlogic.gdx.graphics.Color; //導入依賴的package包/類
public MenuScreen() {
    camera = new OrthographicCamera();
    viewport = new FitViewport(Game.WIDTH, Game.HEIGHT, camera);
    viewport.apply();
    camera.position.set(Game.WIDTH / 2, Game.HEIGHT / 2, 0);
    camera.update();
    betaText = new BitmapFont(Gdx.files.internal("score.fnt"), Gdx.files.internal("score.png"), false);
    betaText.getData().setScale(0.35f);
    logo = new Sprite(new Texture("logo.png"));
    Random r = new Random();
    background = new Particle[r.nextInt(55 - 45) + 45];
    for (int i = 0; i < background.length; i++) {
        int size = r.nextInt(4) + 1;
        int x = r.nextInt(Game.WIDTH);
        int y = r.nextInt(Game.HEIGHT);
        background[i] = new Particle(x, y, 0, 0, -1, new Color(207 / 255f, 187 / 255f, 20 / 255f, 1f), size);
    }
    musicMuted = new Sprite(new Texture(Gdx.files.internal("buttons/music_muted.png")));
    musicUnmuted = new Sprite(new Texture(Gdx.files.internal("buttons/music_unmuted.png")));
    play = new CenteredButton(500, "buttons/play.png");
    music = new Button(Game.WIDTH - 130, 15, Game.musicMuted() ? musicMuted : musicUnmuted);
    music.setScale(4f);
}
 
開發者ID:MrGussio,項目名稱:EarthInvadersGDX,代碼行數:24,代碼來源:MenuScreen.java

示例3: render

import com.badlogic.gdx.graphics.Color; //導入依賴的package包/類
@Override
public void render(float delta) {
	Gdx.gl.glClearColor(0, 1, 1, 1);
	Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
	randomDelta += delta;

	game.batch.begin();
	fontHandler.font90.setColor(Color.BLACK);
	fontHandler.font90.draw(game.batch, "Loading", (game.screenX / 2) - widthLoading / 2, (game.screenY / 2) + 100);
	game.batch.end();
	if (randomDelta >= .1 && settingMap == true) {
		settingMap = false;
		game.setScreen(new GameScreen(game));
	}

}
 
開發者ID:MusicDev33,項目名稱:JGame,代碼行數:17,代碼來源:LoadingScreen.java

示例4: createWorld

import com.badlogic.gdx.graphics.Color; //導入依賴的package包/類
protected World createWorld() {

		final RenderBatchingSystem renderBatchingSystem;

		return new World(new WorldConfigurationBuilder()
				.dependsOn(OperationsPlugin.class)
				.with(WorldConfigurationBuilder.Priority.HIGH,
						// supportive
						new SuperMapper(),
						new TagManager(),
						new CameraSystem(1),
						new FeatureScreenAssetSystem(),
						new OdbFeatureDetectionSystem()
				).with(WorldConfigurationBuilder.Priority.LOW,
						// processing
						new TransitionSystem(GdxArtemisGame.getInstance()),
						// animation
						new ClearScreenSystem(Color.valueOf("969291")),
						renderBatchingSystem = new RenderBatchingSystem(),
						new AnimRenderSystem(renderBatchingSystem),
						new FeatureScreenSetupSystem()
				).build());
	}
 
開發者ID:DaanVanYperen,項目名稱:odb-little-fortune-planet,代碼行數:24,代碼來源:OdbFeatureScreen.java

示例5: updateUpgradeInfo

import com.badlogic.gdx.graphics.Color; //導入依賴的package包/類
public void updateUpgradeInfo() {
	if (isOverUpgradeBtn()) {
		if (model.isDamageGreenText())
			uistage.getUiPanel().getRightSection().getTowerSelectDamage().setColor(Assets.greenColor);
		else
			uistage.getUiPanel().getRightSection().getTowerSelectDamage().setColor(Color.WHITE);
		if (model.isIsfireRateGreenText())
			uistage.getUiPanel().getRightSection().getTowerSelectFireRate().setColor(Assets.greenColor);
		else
			uistage.getUiPanel().getRightSection().getTowerSelectFireRate().setColor(Color.WHITE);
		if (model.isRangeGreenText())
			uistage.getUiPanel().getRightSection().getTowerSelectRange().setColor(Assets.greenColor);
		else
			uistage.getUiPanel().getRightSection().getTowerSelectRange().setColor(Color.WHITE);
	} else {
		uistage.getUiPanel().getRightSection().getTowerSelectFireRate().setColor(Color.WHITE);
		uistage.getUiPanel().getRightSection().getTowerSelectRange().setColor(Color.WHITE);
		uistage.getUiPanel().getRightSection().getTowerSelectDamage().setColor(Color.WHITE);
	}
}
 
開發者ID:JoakimRW,項目名稱:ExamensArbeteTD,代碼行數:21,代碼來源:UIStageController.java

示例6: GameActor

import com.badlogic.gdx.graphics.Color; //導入依賴的package包/類
public GameActor(TextureRegion actor_region,float x_pos,float y_pos,Color color,float width,float height,boolean is_loading) {
actor_texture = actor_region;
xpos = x_pos ;
ypos = y_pos ;
width_ =width ;
height_ = height;
actor_Sprite = new Sprite(actor_texture);
actor_Sprite.setX(xpos);
actor_Sprite.setY(ypos);
if(color != null){
actor_color = color ;
actor_Sprite.setColor(actor_color);}
actor_Sprite.setSize(width_, height_);

}
 
開發者ID:omar6597,項目名稱:alquran-alkarem,代碼行數:16,代碼來源:GameActor.java

示例7: popShapeCommandCell

import com.badlogic.gdx.graphics.Color; //導入依賴的package包/類
final StructShapeCommand popShapeCommandCell() {
	if(currShapePos >= shapeCommandQueues.size) {
		return null;
	}
	
	stackCommand.clear();
	stackCommand.drawType = (DrawType) shapeCommandQueues.get(currShapePos++);
	stackCommand.color = (Color) shapeCommandQueues.get(currShapePos++);
	// 如果color是null則使用默認顏色
	if(stackCommand.color == null) {
		stackCommand.color = getDisplayedColor();
	}
	stackCommand.shapeType = (ShapeType) shapeCommandQueues.get(currShapePos++);
	stackCommand.borderWidth = (float) shapeCommandQueues.get(currShapePos++);
	int dataLen = (int) shapeCommandQueues.get(currShapePos++);
	for(int i = 0; i < dataLen; ++i) {
		stackCommand.vertexArray.add((Float) shapeCommandQueues.get(currShapePos++));
	}
	return stackCommand;
}
 
開發者ID:mingwuyun,項目名稱:cocos2d-java,代碼行數:21,代碼來源:DrawNode.java

示例8: updateVisual

import com.badlogic.gdx.graphics.Color; //導入依賴的package包/類
public void updateVisual(){
    Skin skin = new Skin();
    Pixmap pixmap = new Pixmap(1,(int)(Gdx.graphics.getHeight()*0.0175), Pixmap.Format.RGBA8888);
    switch (infoProfile.getDateUserGame().getFaction()){
        case 1:{
            pixmap.setColor(1, 0f, 0f, 1);
            break;
        }
        case 2:{
            pixmap.setColor(0f, 0.831f, 0.969f,1f);
            break;
        }
        case 3:{
            pixmap.setColor(0.129f, 0.996f, 0.29f,1);
            break;
        }
    }
    pixmap.fill();
    skin.add("blue", new Texture(pixmap));
    ProgressBar.ProgressBarStyle style = new ProgressBar.ProgressBarStyle(bar.getStyle().background,skin.newDrawable("blue",Color.WHITE));
    style.knobBefore = style.knob;
    bar.setStyle(style);
}
 
開發者ID:TudorRosca,項目名稱:enklave,代碼行數:24,代碼來源:ProgressBarEnergy.java

示例9: addChangeFaction

import com.badlogic.gdx.graphics.Color; //導入依賴的package包/類
private void addChangeFaction(){
    groupChangeFaction = new Group();
    Image background = new Image(new TextureRegion(manager.getAssetsSettings().getTexture(NameFiles.extensionImgBackground)));
    background.setSize(Width - Width * 0.03f, Height * 0.1f);
    background.setPosition(Width / 2 - background.getWidth() / 2, Height * 0.3f);
    groupChangeFaction.addActor(background);
    Label labelFac = new Label("Change Faction",new Label.LabelStyle(Font.getFont((int)(Height*0.025f)),Color.WHITE));
    labelFac.setPosition(background.getX()+background.getWidth()*0.05f,background.getY()+background.getHeight()/2-labelFac.getHeight()/2);
    labelFac.addListener(new ClickListener(){
        @Override
        public void clicked(InputEvent event, float x, float y) {
            manager.loadAssetsChoiceFaction();
            gameManager.setScreen(new ScreenCircleLoading(gameManager,new ScreenChoiceFaction(gameManager),manager.getAssetsChoiceFaction()));
        }
    });
    groupChangeFaction.addActor(labelFac);
}
 
開發者ID:TudorRosca,項目名稱:enklave,代碼行數:18,代碼來源:ScreenSetting.java

示例10: createToolTip

import com.badlogic.gdx.graphics.Color; //導入依賴的package包/類
private void createToolTip()
{
	Skin skin = new Skin();
	Pixmap pixmap = new Pixmap(1, 1, Pixmap.Format.RGBA8888);
	pixmap.setColor(Color.WHITE);
	pixmap.fill();
	skin.add("white", new Texture(pixmap));
	skin.add("default", new BitmapFont());

	TextButton.TextButtonStyle textButtonStyle = new TextButton.TextButtonStyle();
	textButtonStyle.up = skin.newDrawable("white", new Color(0, 0, 0, 1));
	textButtonStyle.font = skin.getFont("default");
	skin.add("default", textButtonStyle);

	labelToolTip = new TextButton("TEST", skin);
	labelToolTip.setX(5);
	labelToolTip.setY(5);
	labelToolTip.setWidth(125);
	labelToolTip.setVisible(false);
	labelToolTip.getLabel().setWrap(true);
	labelToolTip.setHeight(labelToolTip.getLabel().getHeight());
	group.addActor(labelToolTip);
}
 
開發者ID:MartensCedric,項目名稱:LD38-Compo,代碼行數:24,代碼來源:LudumDare38.java

示例11: drawSelect

import com.badlogic.gdx.graphics.Color; //導入依賴的package包/類
@Override
public void drawSelect(Tile tile){
	super.drawSelect(tile);

	NuclearReactorEntity entity = tile.entity();
	Vector2 offset = getPlaceOffset();

	Vars.renderer.drawBar(Color.GREEN, tile.worldx() + offset.x, tile.worldy() + 6 +
			offset.y + height*Vars.tilesize/2f, (float)entity.getItem(generateItem) / itemCapacity);
	Draw.reset();
	
	float fract = entity.heat;
	if(fract > 0)
		fract = Mathf.clamp(fract + 0.2f, 0.24f, 1f);
	
	Vars.renderer.drawBar(Color.ORANGE, tile.worldx() + offset.x, 
			tile.worldy() + Vars.tilesize * height/2f + 10 + offset.y, fract);
}
 
開發者ID:Anuken,項目名稱:Mindustry,代碼行數:19,代碼來源:NuclearReactor.java

示例12: drawSelect

import com.badlogic.gdx.graphics.Color; //導入依賴的package包/類
@Override
public void drawSelect(Tile tile){
	Vector2 offset = getPlaceOffset();
	
	Draw.color(Color.GREEN);
	Draw.dashCircle(tile.worldx() + offset.x, tile.worldy() + offset.y, range);
	Draw.reset();
	
	TurretEntity entity = tile.entity();
	
	float fract = (float)entity.ammo/maxammo;
	if(fract > 0)
		fract = Mathf.clamp(fract, 0.24f, 1f);
	
	Vars.renderer.drawBar(Color.GREEN, tile.worldx() + offset.x, 2 + tile.worldy() + height/2f*Vars.tilesize + offset.y, fract);
}
 
開發者ID:Anuken,項目名稱:Mindustry,代碼行數:17,代碼來源:Turret.java

示例13: read

import com.badlogic.gdx.graphics.Color; //導入依賴的package包/類
@Override
public Color read(Kryo kryo, Input input, Class<Color> type) {
    Boolean compact = GraphHeader.isUseCompactColor(kryo);
    if (compact == null) compact = isCompactDefault;
    if (compact){
        Color color = new Color();
        Color.rgba8888ToColor(color, input.readInt());
        return color;
    } else {
        float r = input.readFloat();
        float g = input.readFloat();
        float b = input.readFloat();
        float a = input.readFloat();
        return new Color(r, g, b, a);
    }

}
 
開發者ID:CypherCove,項目名稱:gdx-cclibs,代碼行數:18,代碼來源:ColorSerializer.java

示例14: spawnNewTroop

import com.badlogic.gdx.graphics.Color; //導入依賴的package包/類
/**
 * Creates a new Infantry on the Region specified within the message
 * @param message GUI Message containing position information
 */
private void spawnNewTroop(SpawnTroopGui message) {

    AssetMap.Region region = regionNameMap.get(message.getRegionName());
    Vector2 troopCoordinates = calculatePolygonCentroid(region.getVertices());

    Infantry infantry = new Infantry((troopCoordinates.x * Gdx.graphics.getWidth()) - 50, (troopCoordinates.y * Gdx.graphics.getHeight()) - 50, 100, 100, message.getId());
    infantry.addTouchListener();
    infantry.setFirstMove(false);
    infantry.setCurrentRegion(regionNameMap.get(message.getRegionName()));

    Gdx.app.log("Spawning", "Actor with ID: " + infantry.getId());


    // set color and owner only when the first troop spawns on this region
    if (region.getOwner().equals(Player.NULL_PLAYERNAME)) {
        region.setOwner(data.getCurrentPlayer().getPlayerName());
        setRegionColor(new Color(data.getCurrentPlayer().getColor()), infantry.getCurrentRegion());
    }

    region.updateTroops(1);
    data.setChangedFlag(true);

    figures.add(infantry);
    addSceneObject(infantry);
}
 
開發者ID:cpppwner,項目名稱:NoRiskNoFun,代碼行數:30,代碼來源:GameScene.java

示例15: createMoon

import com.badlogic.gdx.graphics.Color; //導入依賴的package包/類
public Orbiter createMoon() {
    ColorGroup colors = new ColorGroup()
            .add(Color.rgba8888(176f / 255f, 155f / 255f, 178f / 255f, 1f))
            .add(Color.rgba8888(156f / 255f, 155f / 255f, 190f / 255f, 1f))
            .add(Color.rgba8888(223f / 255f, 233f / 255f, 180f / 255f, 1f))
            .add(Color.rgba8888(75f / 255f, 109f / 255f, 133f / 255f, 1f));

    int moonCount = MathUtils.random(0, 8);

    float zTilt = zDir * MathUtils.random(10, 50);
    float xTilt = -MathUtils.random(15, 55);

    Orbiter.OrbiterBlueprint moonBlueprint = new Orbiter.OrbiterBlueprint();
    moonBlueprint.angularVelocity = velDir * MathUtils.random(15, 60);
    moonBlueprint.zTilt = zTilt + MathUtils.random(-10, 10);
    moonBlueprint.xTilt = xTilt + MathUtils.random(-10, 10);
    moonBlueprint.angle = MathUtils.random(0, 360);
    moonBlueprint.radius = MathUtils.random(100, 250);

    int color = colors.random();
    Orbiter moon = new Orbiter(createMoonSprite(MathUtils.random(16, 20) / (moonCount / 3 + 1)), moonBlueprint, color);

    scene.addMoon(moon);

    return moon;
}
 
開發者ID:ZKasica,項目名稱:Planet-Generator,代碼行數:27,代碼來源:ObjectGenerator.java


注:本文中的com.badlogic.gdx.graphics.Color類示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。