v0.7.4b: Initial LibGDX commit! more details below:

Large sections of game logic are now working through libgdx instead of
android libraries. There is still work to do but this is the first
major step. Big changes include:
- Graphics code is now through LibGDX (except for text rendering)
- Initialization and screen-handling logic is now mostly through LibGDX
- Audio is now through LibGDX
- Input handling is now through LibGDX
- Most misc functions are now through LibGDX
This commit is contained in:
Evan Debenham
2019-07-30 16:50:40 -04:00
parent f10be84a10
commit 2a523f2ea2
42 changed files with 828 additions and 972 deletions
@@ -21,10 +21,7 @@
package com.watabou.noosa;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Paint;
import com.badlogic.gdx.graphics.Pixmap;
import com.watabou.gltextures.SmartTexture;
import com.watabou.gltextures.TextureCache;
@@ -41,14 +38,12 @@ public class Halo extends Image {
super();
if (!TextureCache.contains( CACHE_KEY )) {
Bitmap bmp = Bitmap.createBitmap( RADIUS * 2, RADIUS * 2, Bitmap.Config.ARGB_8888 );
Canvas canvas = new Canvas( bmp );
Paint paint = new Paint();
paint.setColor( 0x0AFFFFFF );
Pixmap pixmap = new Pixmap(RADIUS * 2, RADIUS * 2, Pixmap.Format.RGBA8888);
pixmap.setColor( 0xFFFFFF0A );
for (int i = 0; i < 50; i++) {
canvas.drawCircle(RADIUS, RADIUS, RADIUS * (i+1)/50f, paint);
pixmap.fillCircle(RADIUS, RADIUS, (int)(RADIUS * (i+1)/50f));
}
TextureCache.add( CACHE_KEY, new SmartTexture( bmp ) );
TextureCache.add( CACHE_KEY, new SmartTexture( pixmap ) );
}
texture( CACHE_KEY );