/**
* File name: AbstractGroupLight.java
* Version: 1.0
* Date: @date 13:13:33
* Author: Sawan J. Kapai Harpalani
* Copyright: Copyright 200X Sawan J. Kapai Harpalani
*
* This file is part of Math Attack.
*
* Math Attack is free software: you can redistribute it
* and/or modify it under the terms of the GNU General
* Public License as published by the Free Software
* Foundation, either version 3 of the License,
* or (at your option) any later version.
*
* Math Attack is distributed in the hope that it will
* be useful, but WITHOUT ANY WARRANTY; without even
* the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public
* License for more details.
*
* You should have received a copy of the GNU General
* Public License along with Math Attack. If not, see
* http://www.gnu.org/licenses/.
*/
package com.sawan.mathattack.scene2d;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.scenes.scene2d.Group;
import com.sawan.mathattack.settings.AppSettings;
// TODO: Auto-generated Javadoc
/**
* The Class AbstractGroupLight.
*/
public abstract class AbstractGroupLight extends Group {
//
/** The log tag. */
protected final String logTag = "MtxActorLog";
/** The log active. */
public static boolean logActive = true;
// Texture Region for actor (Not mandatory)
/** The texture region. */
private TextureRegion textureRegion;
/** The is texture region active. */
private boolean isTextureRegionActive = false;
/**
* Instantiates a new abstract group light.
*
* @param textureRegion the texture region
* @param isTextureRegionActive the is texture region active
* @param posX the pos x
* @param posY the pos y
* @param orgnX the orgn x
* @param orgnY the orgn y
* @param width the width
* @param height the height
*/
public AbstractGroupLight(TextureRegion textureRegion,
boolean isTextureRegionActive, float posX, float posY, float orgnX,
float orgnY, float width, float height) {
super();
this.textureRegion = textureRegion;
this.isTextureRegionActive = isTextureRegionActive;
setBounds(posX, posY, width, height);
setPosition(posX, posY);
setSize(width, height);
setOrigin(orgnX, orgnY);
}
/**
* Instantiates a new abstract group light.
*
* @param textureRegion the texture region
* @param isTextureRegionActive the is texture region active
* @param posX the pos x
* @param posY the pos y
* @param width the width
* @param height the height
*/
public AbstractGroupLight(TextureRegion textureRegion,
boolean isTextureRegionActive, float posX, float posY, float width,
float height) {
super();
this.textureRegion = textureRegion;
this.isTextureRegionActive = isTextureRegionActive;
setBounds(posX, posY, width, height);
setPosition(posX, posY);
setSize(width, height);
}
/**
* Instantiates a new abstract group light.
*
* @param posX the pos x
* @param posY the pos y
* @param width the width
* @param height the height
*/
public AbstractGroupLight(float posX, float posY, float width, float height) {
super();
setBounds(posX, posY, width, height);
setPosition(posX, posY);
setSize(width, height);
}
/**
* Instantiates a new abstract group light.
*
* @param width the width
* @param height the height
* @param DIPActive the DIP active
*/
public AbstractGroupLight(float width, float height, boolean DIPActive) {
super();
if (DIPActive) {
float ratioSize = AppSettings.getWorldSizeRatio();
setSize(width * ratioSize, height * ratioSize);
} else {
setSize(width, height);
}
}
/**
* Instantiates a new abstract group light.
*/
public AbstractGroupLight() {
super();
}
/* (non-Javadoc)
* @see com.badlogic.gdx.scenes.scene2d.Group#draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)
*/
@Override
public void draw(SpriteBatch batch, float parentAlpha) {
super.draw(batch, parentAlpha);
// For fade out/in effect
batch.setColor(this.getColor().r, this.getColor().g, this.getColor().b,
parentAlpha * this.getColor().a);
// DRAW TEXTURE REGION (Draw only if set active and not null)
// ##################################################################
if (isTextureRegionActive && textureRegion != null) {
// Draw it due to actors' settings
batch.draw(textureRegion, getX(), getY(), getOriginX(),
getOriginY(), getWidth(), getHeight(), getScaleX(),
getScaleY(), getRotation());
}
}
/**
* Translate actor in a direction of speed without stopping. Actor moves in
* constants speed set without acceleration
*
* @param speedX
* axis-X speed
* @param speedY
* axis-Y speed
* @param delta
* the delta time for accurate speed
* */
public void translateWithoutAcc(float speedX, float speedY, float delta) {
setPosition(getX() + (speedX * delta), getY() + (speedY * delta));
}
/**
* Get textureRegion of the actor.
*
* @return TextureRegion
*/
public TextureRegion getTextureRegion() {
return textureRegion;
}
/**
* Set texture region for the actor, it will be drawn only if texture region
* is set and active.
*
* @param textureRegion texture region of the actor
* @param isTextureRegionActive set texture region active to be drawn or not
*/
public void setTextureRegion(TextureRegion textureRegion,
boolean isTextureRegionActive) {
this.textureRegion = textureRegion;
this.isTextureRegionActive = isTextureRegionActive;
}
/**
* Checks if is texture region active.
*
* @return true, if is texture region active
*/
public boolean isTextureRegionActive() {
return isTextureRegionActive;
}
/**
* Sets the texture region active.
*
* @param isTextureRegionActive the new texture region active
*/
public void setTextureRegionActive(boolean isTextureRegionActive) {
this.isTextureRegionActive = isTextureRegionActive;
}
}