public void render() { cam.setViewportAndMatrices(); renderBackground(); if (board.state != Board.GAME_READY) { renderForeground(); } }
@Override public void present(float deltaTime) { GL10 gl = glGraphics.getGL(); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); gl.glEnable(GL10.GL_TEXTURE_2D); renderer.render(); guiCam.setViewportAndMatrices(); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); batcher.beginBatch(Assets.items); switch (state) { case GAME_READY: presentReady(); break; case GAME_RUNNING: presentRunning(); break; case GAME_PAUSED: presentPaused(); break; case GAME_LEVEL_END: presentLevelEnd(); break; case GAME_OVER: presentGameOver(); break; } batcher.endBatch(); gl.glDisable(GL10.GL_BLEND); fpsCounter.logFrame(); }
@Override public void present(float deltaTime) { GL10 gl = glGraphics.getGL(); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); guiCam.setViewportAndMatrices(); gl.glEnable(GL10.GL_TEXTURE_2D); batcher.beginBatch(Assets.background); batcher.drawSprite(160, 240, 320, 480, Assets.backgroundRegion); batcher.endBatch(); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); batcher.beginBatch(Assets.items); batcher.drawSprite(160, 480 - 10 - 71, 274, 142, Assets.logo); batcher.drawSprite(160, 200, 300, 110, Assets.mainMenu); batcher.drawSprite(32, 32, 64, 64, Settings.soundEnabled ? Assets.soundOn : Assets.soundOff); batcher.endBatch(); gl.glDisable(GL10.GL_BLEND); }
@Override public void present(float deltaTime) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.setViewportAndMatrices(); gl.glColor4f(0, 1, 0, 1); targetVertices.bind(); int len = targets.size(); for (int i = 0; i < len; i++) { GameObject target = targets.get(i); gl.glLoadIdentity(); gl.glTranslatef(target.position.x, target.position.y, 0); targetVertices.draw(GL10.GL_TRIANGLES, 0, 6); } targetVertices.unbind(); gl.glLoadIdentity(); gl.glTranslatef(ball.position.x, ball.position.y, 0); gl.glColor4f(1, 0, 0, 1); ballVertices.bind(); ballVertices.draw(GL10.GL_TRIANGLES, 0, 6); ballVertices.unbind(); gl.glLoadIdentity(); gl.glTranslatef(cannon.position.x, cannon.position.y, 0); gl.glRotatef(cannon.angle, 0, 0, 1); gl.glColor4f(1, 1, 1, 1); cannonVertices.bind(); cannonVertices.draw(GL10.GL_TRIANGLES, 0, 3); cannonVertices.unbind(); }
@Override public void present(float deltaTime) { GL10 gl = glGraphics.getGL(); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); guiCam.setViewportAndMatrices(); gl.glEnable(GL10.GL_TEXTURE_2D); batcher.beginBatch(helpImage); batcher.drawSprite(160, 240, 320, 480, helpRegion); batcher.endBatch(); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); batcher.beginBatch(Assets.items); batcher.drawSprite(320 - 32, 32, -64, 64, Assets.arrow); batcher.endBatch(); gl.glDisable(GL10.GL_BLEND); }
@Override public void present(float deltaTime) { GL10 gl = glGraphics.getGL(); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); guiCam.setViewportAndMatrices(); gl.glEnable(GL10.GL_TEXTURE_2D); batcher.beginBatch(Assets.background); batcher.drawSprite(240, 160, 480, 320, Assets.backgroundRegion); batcher.endBatch(); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); batcher.beginBatch(Assets.items); batcher.drawSprite(240, 240, 384, 128, Assets.logoRegion); batcher.drawSprite(240, 100, 224, 64, Assets.menuRegion); batcher.endBatch(); gl.glDisable(GL10.GL_BLEND); gl.glDisable(GL10.GL_TEXTURE_2D); }