Made all color names lowercase for consistent style
This commit is contained in:
@@ -44,7 +44,7 @@ public class BlockRenderer implements Disposable{
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shadows.getTexture().setFilter(TextureFilter.Linear, TextureFilter.Linear);
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shadows.resize(world.width(), world.height());
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shadows.begin();
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Core.graphics.clear(Color.WHITE);
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Core.graphics.clear(Color.white);
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Draw.proj().setOrtho(0, 0, shadows.getWidth(), shadows.getHeight());
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Draw.color(shadowColor);
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@@ -65,7 +65,7 @@ public class BlockRenderer implements Disposable{
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fog.getTexture().setFilter(TextureFilter.Linear, TextureFilter.Linear);
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fog.resize(world.width(), world.height());
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fog.begin();
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Core.graphics.clear(Color.WHITE);
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Core.graphics.clear(Color.white);
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Draw.proj().setOrtho(0, 0, fog.getWidth(), fog.getHeight());
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for(int x = 0; x < world.width(); x++){
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@@ -129,10 +129,10 @@ public class BlockRenderer implements Disposable{
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for(Tile tile : shadowEvents){
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//clear it first
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Draw.color(Color.WHITE);
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Draw.color(Color.white);
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Fill.rect(tile.x + 0.5f, tile.y + 0.5f, 1, 1);
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//then draw the shadow
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Draw.color(!tile.block().hasShadow ? Color.WHITE : shadowColor);
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Draw.color(!tile.block().hasShadow ? Color.white : shadowColor);
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Fill.rect(tile.x + 0.5f, tile.y + 0.5f, 1, 1);
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}
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@@ -47,7 +47,7 @@ public enum CacheLayer{
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renderer.blocks.floor.endc();
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renderer.shieldBuffer.begin();
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Core.graphics.clear(Color.CLEAR);
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Core.graphics.clear(Color.clear);
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renderer.blocks.floor.beginc();
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}
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@@ -53,7 +53,7 @@ public class IndexedRenderer implements Disposable{
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private Matrix3 projMatrix = new Matrix3();
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private Matrix3 transMatrix = new Matrix3();
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private Matrix3 combined = new Matrix3();
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private float color = Color.WHITE.toFloatBits();
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private float color = Color.white.toFloatBits();
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public IndexedRenderer(int sprites){
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resize(sprites);
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@@ -8,7 +8,7 @@ import io.anuke.arc.graphics.Color;
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import io.anuke.arc.graphics.g2d.*;
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import io.anuke.arc.graphics.glutils.FrameBuffer;
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import io.anuke.arc.math.*;
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import io.anuke.arc.scene.ui.layout.UnitScl;
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import io.anuke.arc.scene.ui.layout.Scl;
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import io.anuke.arc.util.*;
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import io.anuke.arc.util.noise.RidgedPerlin;
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import io.anuke.arc.util.noise.Simplex;
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@@ -168,8 +168,8 @@ public class MenuRenderer implements Disposable{
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//draw shadows
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Draw.proj().setOrtho(0, 0, shadows.getWidth(), shadows.getHeight());
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shadows.beginDraw(Color.CLEAR);
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Draw.color(Color.BLACK);
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shadows.beginDraw(Color.clear);
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Draw.color(Color.black);
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for(int x = 0; x < width; x++){
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for(int y = 0; y < height; y++){
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if(world.rawTile(x, y).block() != Blocks.air){
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@@ -220,7 +220,7 @@ public class MenuRenderer implements Disposable{
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public void render(){
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time += Time.delta();
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float scaling = Math.max(UnitScl.dp.scl(4f), Math.max(Core.graphics.getWidth() / ((width - 1f) * tilesize), Core.graphics.getHeight() / ((height - 1f) * tilesize)));
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float scaling = Math.max(Scl.scl(4f), Math.max(Core.graphics.getWidth() / ((width - 1f) * tilesize), Core.graphics.getHeight() / ((height - 1f) * tilesize)));
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camera.position.set(width * tilesize / 2f, height * tilesize / 2f);
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camera.resize(Core.graphics.getWidth() / scaling,
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Core.graphics.getHeight() / scaling);
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@@ -270,7 +270,7 @@ public class MenuRenderer implements Disposable{
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Fill.circle(x + Angles.trnsx(rotation + 180, engineOffset), y + Angles.trnsy(rotation + 180, engineOffset),
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engineSize + Mathf.absin(Time.time(), 2f, engineSize / 4f));
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Draw.color(Color.WHITE);
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Draw.color(Color.white);
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Fill.circle(x + Angles.trnsx(rotation + 180, engineOffset - 1f), y + Angles.trnsy(rotation + 180, engineOffset - 1f),
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(engineSize + Mathf.absin(Time.time(), 2f, engineSize / 4f)) / 2f);
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Draw.color();
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@@ -82,7 +82,7 @@ public class MinimapRenderer implements Disposable{
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for(Unit unit : units){
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float rx = (unit.x - rect.x) / rect.width * w, ry = (unit.y - rect.y) / rect.width * h;
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Draw.color(unit.getTeam().color);
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Fill.rect(x + rx, y + ry, UnitScl.dp.scl(baseSize / 2f), UnitScl.dp.scl(baseSize / 2f));
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Fill.rect(x + rx, y + ry, Scl.scl(baseSize / 2f), Scl.scl(baseSize / 2f));
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}
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Draw.color();
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@@ -84,7 +84,7 @@ public class OverlayRenderer{
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for(Tile core : state.teams.get(enemy).cores){
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float dst = Mathf.dst(player.x, player.y, core.drawx(), core.drawy());
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if(dst < state.rules.enemyCoreBuildRadius * 1.5f){
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Draw.color(Color.DARK_GRAY);
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Draw.color(Color.darkGray);
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Lines.circle(core.drawx(), core.drawy() - 2, state.rules.enemyCoreBuildRadius);
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Draw.color(Pal.accent, enemy.color, 0.5f + Mathf.absin(Time.time(), 10f, 0.5f));
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Lines.circle(core.drawx(), core.drawy(), state.rules.enemyCoreBuildRadius);
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@@ -94,7 +94,7 @@ public class OverlayRenderer{
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}
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Lines.stroke(2f);
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Draw.color(Color.GRAY, Color.LIGHT_GRAY, Mathf.absin(Time.time(), 8f, 1f));
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Draw.color(Color.gray, Color.lightGray, Mathf.absin(Time.time(), 8f, 1f));
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for(Tile tile : spawner.getGroundSpawns()){
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if(tile.withinDst(player.x, player.y, state.rules.dropZoneRadius + spawnerMargin)){
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@@ -51,7 +51,7 @@ public class Pal{
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health = Color.valueOf("ff341c"),
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heal = Color.valueOf("98ffa9"),
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bar = Color.SLATE,
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bar = Color.slate,
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accent = Color.valueOf("ffd37f"),
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stat = Color.valueOf("ffd37f"),
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gray = Color.valueOf("454545"),
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@@ -5,7 +5,7 @@ import io.anuke.arc.Core;
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import io.anuke.arc.graphics.Color;
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import io.anuke.arc.graphics.g2d.TextureRegion;
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import io.anuke.arc.graphics.glutils.Shader;
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import io.anuke.arc.scene.ui.layout.UnitScl;
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import io.anuke.arc.scene.ui.layout.Scl;
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import io.anuke.arc.util.Time;
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public class Shaders{
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@@ -48,7 +48,7 @@ public class Shaders{
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setUniformf("u_resolution", Core.graphics.getWidth(), Core.graphics.getHeight());
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setUniformi("u_time", (int)(time += Core.graphics.getDeltaTime() * 60f));
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setUniformf("u_uv", Core.atlas.white().getU(), Core.atlas.white().getV());
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setUniformf("u_scl", UnitScl.dp.scl(1f));
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setUniformf("u_scl", Scl.scl(1f));
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setUniformf("u_uv2", Core.atlas.white().getU2(), Core.atlas.white().getV2());
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}
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}
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@@ -124,8 +124,8 @@ public class Shaders{
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@Override
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public void apply(){
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setUniformf("u_dp", UnitScl.dp.scl(1f));
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setUniformf("u_time", Time.time() / UnitScl.dp.scl(1f));
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setUniformf("u_dp", Scl.scl(1f));
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setUniformf("u_time", Time.time() / Scl.scl(1f));
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setUniformf("u_offset",
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Core.camera.position.x - Core.camera.width / 2,
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Core.camera.position.y - Core.camera.height / 2);
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