V0.1.0 Partial Commit
changed package and application names to differentiate from main PD release
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2014 Oleg Dolya
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.scenes;
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import com.watabou.noosa.BitmapText;
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import com.watabou.noosa.Camera;
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import com.watabou.noosa.Game;
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import com.watabou.noosa.NinePatch;
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import com.watabou.noosa.audio.Music;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Badges;
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import com.shatteredpixel.shatteredpixeldungeon.Chrome;
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import com.shatteredpixel.shatteredpixeldungeon.ui.Archs;
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import com.shatteredpixel.shatteredpixeldungeon.ui.BadgesList;
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import com.shatteredpixel.shatteredpixeldungeon.ui.ScrollPane;
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import com.shatteredpixel.shatteredpixeldungeon.ui.Window;
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public class BadgesScene extends PixelScene {
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private static final String TXT_TITLE = "Your Badges";
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@Override
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public void create() {
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super.create();
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Music.INSTANCE.play( Assets.THEME, true );
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Music.INSTANCE.volume( 1f );
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uiCamera.visible = false;
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int w = Camera.main.width;
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int h = Camera.main.height;
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Archs archs = new Archs();
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archs.setSize( w, h );
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add( archs );
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int pw = Math.min( 160, w - 10 );
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int ph = h - 24;
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NinePatch panel = Chrome.get( Chrome.Type.WINDOW );
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panel.size( pw, ph );
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panel.x = (w - pw) / 2;
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panel.y = (h - ph) / 2;
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add( panel );
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BitmapText title = PixelScene.createText( TXT_TITLE, 9 );
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title.hardlight( Window.TITLE_COLOR );
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title.measure();
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title.x = align( (w - title.width()) / 2 );
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title.y = align( (panel.y - title.baseLine()) / 2 );
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add( title );
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Badges.loadGlobal();
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ScrollPane list = new BadgesList( true );
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add( list );
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list.setRect(
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panel.x + panel.marginLeft(),
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panel.y + panel.marginTop(),
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panel.innerWidth(),
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panel.innerHeight() );
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fadeIn();
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}
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@Override
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protected void onBackPressed() {
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Game.switchScene( TitleScene.class );
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}
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}
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