I'm trying to make a circle in a black image transparent with alpha 200 so you can see through the image, but it doesn't work. How do I do it?


1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 | import greenfoot.*; import java.awt.*; import java.util.List; public class LightingOverlay extends Actor { public void addedToWorld(World world){ GreenfootImage base = new GreenfootImage(getWorld().getWidth(),getWorld().getHeight()); base.setColor(Color.BLACK); base.fill(); setImage(base); setLocation(getWorld().getWidth()/ 2 ,getWorld().getHeight()/ 2 ); } public void act() { //reset image GreenfootImage image = getImage(); image.setColor(Color.BLACK); image.fill(); //Do lighting List matter = getWorld().getObjects(Matter. class ); if (!matter.isEmpty()){ for ( int l= 0 ; l<matter.size(); l++){ Actor object = (Matter) matter.get(l); lightPlayerView(object.getX(), object.getY(), ((Matter)object).getLuminosity(), ((Matter)object).getRedLight(), ((Matter)object).getGreenLight(), ((Matter)object).getBlueLight()); } } } public void lightPlayerView( int x, int y, int luminosity, int redLight, int greenLight, int blueLight) { GreenfootImage image = new GreenfootImage(getImage()); for ( int i= 0 ; i<image.getWidth(); i++){ for ( int j= 0 ; j<image.getHeight(); j++){ int intensity = luminosity - ( int ) Math.sqrt((i-x)*(i-x)+(j-y)*(j-y)); //how close point of lighting is to the origin of light if (intensity> 0 ){ Color c = image.getColorAt(i,j); int r = c.getRed(), g = c.getGreen(), b = c.getBlue(), a = c.getAlpha(); int alpha = a - intensity; r += redLight*intensity/luminosity; g += greenLight*intensity/luminosity; b += blueLight*intensity/luminosity; if (alpha> 255 )alpha= 255 ; if (r> 255 )r= 255 ; if (g> 255 )g= 255 ; if (b> 255 )b= 255 ; image.setColorAt(i,j, new Color(r,g,b,alpha)); } } } setImage(image); } } |
1 2 3 4 5 6 7 8 9 | import greenfoot.*; public class RedLight extends Matter { public RedLight(){ luminosity = 100 ; blueLight = 255 ; } } |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 | import greenfoot.*; import java.util.List; public class Matter extends SpriteSheet { public void shadowImagery( boolean s){} /** |||NOTICE||| Using setLocation more than once within a matter subclass may cause glitchy floor hit detection Copy everything between this blue comment and the next one to apply physics to a class (I will eventually apply elasticity properties so it's more realistic) I would like to note that the physics should prevent the Matter from one direction once blocks to the right of the player have been detected, and at no point should the matter EVER move if there are objects directly next to it in the direction it's trying to move (Seems like a duh note, but it's just laying out how the engine should function, and it is there to make sure that no one programms something that goes against this function) Made by Entity1037 */ double xmove= 0 ,ymove= 0 ,gravityTimer= 0 ; int frictionAmountMax = 2 ; //How many cycles until the object slows //down due to friction int xFrictionAmount= 0 ; int yFrictoinAmount= 0 ; String gravityDirection = "down" ; boolean gravity = true ; //Just in case you want to switch gravity ;D Class[] objects = {Box. class }; //All objects that can be collided with public void gravity( boolean g){gravity=g;} public void gravityDirection(String d){gravityDirection = d;} boolean onGround = false ; int xca = 0 ; //How much xmove changes (Example: "xmove=xca" where "xca=-xmove") int yca = 0 ; //How much ymove changes (Example: "ymove=yca" where "ycs=-ymove") /** This method must be called every cycle before "physics()" is called!!! Protip: place it in the "act()" method! Protip#2: If you would like, you can just call this method at the beginning of "physics()".- -This will make it the same speed altering values apply to all matter subclasses */ public void setSpeedAlteringValues( double X, double Y){xca=( int )X; yca=( int )Y;} //Lets you set speed altering values int x=getImage().getWidth()/ 2 ; //Half of the width of the hitbox int y=getImage().getHeight()/ 2 ; //Half of the height of the hitbox public void setHitBoxHalfValues( int X, int Y){x=X; y=Y;} //Lets you set hit box dimensions public int getHitBoxXHalfValue(){ return x;} //Allows you to obtain hit box values of actors in "Matter" public int getHitBoxYHalfValue(){ return y;} //Allows you to obtain hit box values of actors in "Matter" int xSpeedLimit= 10 ; //This is self explanitory (caps how fast subclasses of matter can travel on the X axis) int ySpeedLimit= 10 ; //Again, self explanitory public void setSpeedLimits( int xl, int yl){xSpeedLimit=xl; ySpeedLimit=yl;} //Lets you set the speed limit boolean particals= false ; boolean wasGrounded= false ; String collide = "" ; public void particals( boolean p){particals=p;} Actor collidedActor; int collidedGroundX= 0 ; int collidedGroundY= 0 ; boolean movehold= false ; long prevTime= 0 ; int cycleRate= 8 ; public void physics(){ collidedActor= null ; wasGrounded=onGround; int collisionAmount= 0 ; boolean xhold= false ; boolean yhold= false ; boolean ground= false ; GreenfootImage image = new GreenfootImage(getImage()); //Frame skip movement long currentTime = System.currentTimeMillis(); long timePassed = currentTime - prevTime; if (prevTime == 0 ) { timePassed = 0 ; // if we don't have a prevTime value, assume no time has passed } int actualxmove=( int )(( int )xmove*( float )timePassed/cycleRate); int actualymove=( int )(( int )ymove*( float )timePassed/cycleRate); prevTime = currentTime; // prevTime must be declared as an instance variable //Collision detection collide= "" ; while (collisionAmount<objects.length){ if (objects[collisionAmount]== null ) break ; int a; //Down check a=y; while (actualymove>= 0 ){ for ( int i=-x+ 1 ; i<x- 1 ; i+=(x- 2 )/ 5 ){ Actor object = getAnObjectAtOffset(i, a,objects[collisionAmount]); if (object!= null ){ if (actualymove!= 0 ){ if (gravityDirection.equals( "down" )){ collidedGroundX=getX()+i; collidedGroundY=getY()+a; } collide+= "down" ; yhold= true ; ymove=yca; actualymove=yca; setLocation(getX(),getY()+a-y); } if (gravityDirection.equals( "down" )){ ground= true ; collidedActor=object; } image= new GreenfootImage(object.getImage()); break ; } } if (actualymove== 0 ||a>=actualymove+y){ break ;} else {a++;} } //Up check a=-y; while (actualymove<= 0 ){ for ( int i=-x+ 1 ; i<x- 1 ; i+=(x- 2 )/ 5 ){ Actor object = getAnObjectAtOffset(i, a,objects[collisionAmount]); if (object!= null ){ if (actualymove!= 0 ){ collide+= "up" ; yhold= true ; ymove=yca; actualymove=yca; setLocation(getX(),getY()+a+y); } if (gravityDirection.equals( "up" )){ ground= true ; collidedActor=object; collidedGroundX=getX()+i; collidedGroundY=getY()+a; } image= new GreenfootImage(object.getImage()); break ; } } if (actualymove== 0 ||a<=actualymove-y){ break ;} else {a--;} } //Left check a=-x; while (actualxmove<= 0 ){ for ( int i=-y+ 1 ; i<y- 1 ; i+=(y- 2 )/ 5 ){ Actor object = getAnObjectAtOffset(a, i,objects[collisionAmount]); if (object!= null ){ if (actualxmove!= 0 ){ collide+= "left" ; xhold= true ; xmove=xca; actualxmove=xca; setLocation(getX()+a+x,getY()); } if (gravityDirection.equals( "left" )){ ground= true ; collidedActor=object; collidedGroundX=getX()+a- 1 ; collidedGroundY=getY()+i; } image= new GreenfootImage(object.getImage()); break ; } } if (actualxmove== 0 ||a<=actualxmove-x){ break ;} else {a--;} } //Right check a=x; while (actualxmove>= 0 ){ for ( int i=-y+ 1 ; i<y- 1 ; i+=(y- 2 )/ 5 ){ Actor object = getAnObjectAtOffset(a, i,objects[collisionAmount]); if (object!= null ){ if (actualxmove!= 0 ){ collide+= "right" ; xhold= true ; xmove=xca; actualxmove=xca; setLocation(getX()+a-x,getY()); } if (gravityDirection.equals( "right" )){ ground= true ; collidedActor=object; collidedGroundX=getX()+a; collidedGroundY=getY()+i; } image= new GreenfootImage(object.getImage()); break ; } } if (actualxmove== 0 ||a>=actualxmove+x){ break ;} else {a++;} } collisionAmount++; } //Gravity if (ground== false &&onGround== false &&gravity== true ) { if (gravityDirection.equals( "down" ))ymove+= 0.25 ; if (gravityDirection.equals( "up" ))ymove-= 0.25 ; if (gravityDirection.equals( "left" ))xmove-= 0.25 ; if (gravityDirection.equals( "right" ))xmove+= 0.25 ; } onGround=ground; image.scale( 1 , 1 ); //Friction /**if (ground==true&&xFrictionAmount<frictionAmountMax){ xFrictionAmount++; } if (xFrictionAmount==frictionAmountMax&&onGround){ xFrictionAmount=0; if (gravityDirection.equals("up")||gravityDirection.equals("down")){ if (xmove>0)subxmove--; if (xmove<0)subxmove++; } if (gravityDirection.equals("left")||gravityDirection.equals("right")){ if (ymove>0)subymove--; if (ymove<0)subymove++; } }*/ //Speed Limit if (xmove>xSpeedLimit)xmove=xSpeedLimit; if (xmove<-xSpeedLimit)xmove=-xSpeedLimit; if (ymove>ySpeedLimit)ymove=ySpeedLimit; if (ymove<-ySpeedLimit)ymove=-ySpeedLimit; //Move commands if (movehold== false ){ if (xhold== false )setLocation(getX()+actualxmove,getY()); if (yhold== false )setLocation(getX(),getY()+actualymove); } //Send Info For ground detection visual /*if (ghitBox!=null){ int ypos=ymove+1; if (ypos<1)ypos=1; if (!collide.equals("")){ ((GroundDetectionVisual)ghitBox).changeImage(x*2-8,ypos); }else{ ((GroundDetectionVisual)ghitBox).changeImage(x*2-8,ypos); } ghitBox.setLocation(getX(),getY()+y+(ymove/2)); } if (hitBox!=null){ ((HitBoxVisual)hitBox).changeImage(x*2,y*2); hitBox.setLocation(getX(),getY()); }*/ //Partical effects /*if (particals==true){ int p=(int)ymove; if (p<0)p=-p; if (p==0)p=1; if (collide.equals("down")){ for (int i=0; i<3*p; i++){getWorld().addObject(new SolidPartical(Greenfoot.getRandomNumber(7)-3,Greenfoot.getRandomNumber(p)-p-1,image),getX()+Greenfoot.getRandomNumber(getImage().getWidth())-getImage().getWidth()/2,getY()+getImage().getHeight()/2);} } if (collide.equals("up")){ for (int i=0; i<3*p; i++){getWorld().addObject(new SolidPartical(Greenfoot.getRandomNumber(7)-3,Greenfoot.getRandomNumber(p)+1,image),getX()+Greenfoot.getRandomNumber(getImage().getWidth())-getImage().getWidth()/2,getY()-getImage().getHeight()/2);} } p=(int)xmove; if (p<0)p=-p; if (p==0)p=1; if (collide.equals("left")){ for (int i=0; i<3*p; i++){getWorld().addObject(new SolidPartical(Greenfoot.getRandomNumber(p)+1,Greenfoot.getRandomNumber(4),image),getX()-getImage().getWidth()/2,getY()+Greenfoot.getRandomNumber(getImage().getHeight())-getImage().getHeight()/2);} } if (collide.equals("right")){ for (int i=0; i<3*p; i++){getWorld().addObject(new SolidPartical(Greenfoot.getRandomNumber(p)-p-1,Greenfoot.getRandomNumber(7)-3,image),getX()+getImage().getWidth()/2,getY()+Greenfoot.getRandomNumber(getImage().getHeight())-getImage().getHeight()/2);} } }*/ } public void move( int movement){ double radians = Math.toRadians(getRotation()); xmove = Math.cos(radians)*movement; ymove = Math.sin(radians)*movement; } public void removeThis(){ getWorld().removeObject( this ); } /**End of code (don't forget to call the "physics" method)!*/ /** * Hit box collision detection code (just in case you have no idea how to write your own collision detection code) P.S.: I do realize that any hit box bigger than the object's image will not regi */ public void detectCollision(){ Actor matter = getOneIntersectingObject(Matter. class ); if (matter!= null ){ int XX = ((Matter)matter).getHitBoxXHalfValue(); int XY = ((Matter)matter).getHitBoxYHalfValue(); for ( int w=matter.getX()-XX; w<=matter.getX()+XX; w++){ for ( int h=matter.getY()-XY; h<=matter.getY()+XY; h++){ if (w>getX()-x&&w<getX()+x&&h>getY()-y&&h<getY()+y){ //Insert code here } } } } } static int luminosity = 0 , redLight = 0 , blueLight = 0 , greenLight = 0 ; public static int getLuminosity(){ return luminosity;} public static int getRedLight(){ return redLight;} public static int getBlueLight(){ return blueLight;} public static int getGreenLight(){ return greenLight;} } |