Beispiel #1
1
  /**
   * 描画処理
   *
   * @param 描画オブジェクト
   */
  public void paintComponent(Graphics g) {
    super.paintComponent(g);

    // 背景を黒で塗りつぶす
    g.setColor(Color.BLACK);
    g.fillRect(0, 0, getWidth(), getHeight());

    // X方向のオフセットを計算
    int offsetX = MainPanel.WIDTH / 2 - (int) player.getX();
    // マップの端ではスクロールしないようにする
    offsetX = Math.min(offsetX, 0);
    offsetX = Math.max(offsetX, MainPanel.WIDTH - map.getWidth());

    // Y方向のオフセットを計算
    int offsetY = MainPanel.HEIGHT / 2 - (int) player.getY();
    // マップの端ではスクロールしないようにする
    offsetY = Math.min(offsetY, 0);
    offsetY = Math.max(offsetY, MainPanel.HEIGHT - map.getHeight());

    // マップを描画
    map.draw(g, offsetX, offsetY);

    // プレイヤーを描画
    player.draw(g, offsetX, offsetY);

    // スプライトを描画
    // マップにいるスプライトを取得
    LinkedList sprites = map.getSprites();
    Iterator iterator = sprites.iterator();
    while (iterator.hasNext()) {
      Sprite sprite = (Sprite) iterator.next();
      sprite.draw(g, offsetX, offsetY);
    }
  }
Beispiel #2
0
  public void renderGL() {
    GL11.glClear(
        GL11.GL_COLOR_BUFFER_BIT
            | GL11.GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer

    GL11.glColor3f(0.5f, 0.5f, 1.0f); // set the color of the quad (R,G,B,A)
    GL11.glBegin(GL11.GL_QUADS); // draw quad
    GL11.glVertex2f(100, 100);
    GL11.glVertex2f(100 + 200, 100);
    GL11.glVertex2f(100 + 200, 100 + 200);
    GL11.glVertex2f(100, 100 + 200);
    GL11.glEnd();

    font.draw_str("HELLO", 150, 150);

    s.draw(100, 400, 2f);
    s.draw(300, 400, 2.23f);

    GL11.glColor3f(0.5f, 0.5f, 1.0f); // R,G,B,A Set The Color To Blue One Time Only
    GL11.glPushMatrix(); // draw quad
    GL11.glTranslatef(x, y, 0);
    GL11.glRotatef(rotation, 0f, 0f, 1f);
    GL11.glTranslatef(-x, -y, 0);

    GL11.glBegin(GL11.GL_QUADS);
    GL11.glVertex2f(x - 50, y - 50);
    GL11.glVertex2f(x + 50, y - 50);
    GL11.glVertex2f(x + 50, y + 50);
    GL11.glVertex2f(x - 50, y + 50);
    GL11.glEnd();
    GL11.glPopMatrix();
  }
  // draw
  public void draw(GL10 gl) {
    if (lastTime == 0) return;

    switch (game_state) {
      case SPLASH_SCREEN:
        // gray
        gl.glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
        gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

        sprite.draw(gl, xPos, yPos, win_width, win_height, winScale);
        break;
      case MAIN_MENU:
        // red
        gl.glClearColor(1f, 0.4f, 0.4f, 1.0f);
        gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

        sprite.draw(gl, xPos, yPos, win_width, win_height, winScale);
        break;
      case PLAYING:
        // green
        if (touching) gl.glClearColor(0.4f, 1f, 1f, 1.0f);
        else gl.glClearColor(0.4f, 1f, 0.4f, 1.0f);
        gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

        sprite.draw(gl, xPos, yPos, win_width, win_height, winScale);
        break;
    }
  }
  /**
   * Render the game (part of the main loop, no allocations anywhere in here).
   *
   * @param gl openGL context reference
   */
  public void render(GL10 gl) {

    GLGfx.clearScreen(gl, true, CLEAR_COLOR, true);

    mBack.draw(gl);

    GLGfx.drawLine(
        gl, RAIL_COLOR, 0, BANNER_HEIGHT * mDensity, getWidth(), BANNER_HEIGHT * mDensity);

    mPaddles[0].draw(gl);
    mPaddles[1].draw(gl);
    mBall.draw(gl);
  }
Beispiel #5
0
  @Override
  public void render(GameContainer gc, StateBasedGame sb, Graphics g) throws SlickException {
    Input input = gc.getInput();

    gc.setShowFPS(false);
    background.draw(0, 0);

    if (shoes.spriteCollisionByPoint(input.getAbsoluteMouseX(), input.getAbsoluteMouseY()))
      g.drawImage(shoes.image, shoes.x, shoes.y, Color.blue);
    else shoes.draw(g);
    if (bib.spriteCollisionByPoint(input.getAbsoluteMouseX(), input.getAbsoluteMouseY()))
      g.drawImage(bib.image, bib.x, bib.y, Color.red);
    else bib.draw(g);

    g.setColor(Color.black);
    g.drawString("PR - " + PR / 60 + ":" + String.format("%02d", PR % 60), 230, 75);
    g.setColor(Color.white);
  } // end render
  @Override
  public void onDrawFrame(GL10 gl) {
    // Set GL_MODELVIEW transformation mode
    // gl.glMatrixMode(GL10.GL_MODELVIEW);
    gl.glLoadIdentity(); // reset the matrix to its default state

    // When using GL_MODELVIEW, you must set the camera view
    // GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
    GLES20.glClearColor(0.8f, 0.0f, 0.0f, 1.0f);
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);

    triangle.draw();
    sprite.draw(gl);
  }
Beispiel #7
0
  public void draw(Batch batch, float parentAlpha) {
    super.draw(batch, parentAlpha);
    rotation = (rotation + 0);
    sprite.setSize(screenRectangle.width, screenRectangle.height);
    sprite.setPosition(screenRectangle.x, screenRectangle.y);
    sprite.setOriginCenter();

    if (Gdx.input.isKeyJustPressed(keyRight)) {
      body.setTransform(body.getPosition().x + 5, body.getPosition().y, body.getAngle());
    }

    elapsedTime += Gdx.graphics.getDeltaTime();
    // body.setTransform(body.getPosition(), rotation);
    batch.end();
    batch.begin();

    sprite.setRotation(rotation);
    sprite.draw(batch);

    // batch.draw(animation.getKeyFrame(elapsedTime, true), screenRectangle.x, screenRectangle.y,
    // screenRectangle.width, screenRectangle.height );
    // animation.setFrameDuration(0.09f);

  }
Beispiel #8
0
 @Override
 public void draw(Graphics gfx, Point p) {
   _sprite.draw(gfx, p);
 }
Beispiel #9
0
 @Override
 public void draw() {
   sprite.draw(spriteBatch);
 }
Beispiel #10
0
  public void draw(Graphics g) {

    sprite.draw(g, (int) x, (int) y);
  }
 public void render() {
   if (mouseIsHovering && buttonIsPressedDown) pressedTexture.draw(rect);
   else mainTexture.draw(rect);
 }
Beispiel #12
0
 public void draw() {
   canvas.pushMatrix();
   canvas.translate(this.position.x, this.position.y);
   sprite.draw(this.size);
   canvas.popMatrix();
 }
Beispiel #13
0
 public void draw(double deltaTime) {
   update(deltaTime);
   super.draw(deltaTime);
 }