Ejemplo n.º 1
0
  @Override
  public void render() {
    delta = Gdx.graphics.getDeltaTime() * 60;
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
    camera.update();
    player.update(delta);
    if (player.atLimit()) backgroundPos -= 20 * delta;
    else backgroundPos -= 10 * delta;

    if (backgroundPos <= -background.getHeight()) backgroundPos = 0;

    spriteBatch.setProjectionMatrix(camera.combined);
    spriteBatch.begin();
    spriteBatch.draw(background, -1080 / 2, +background.getHeight() / 2 + backgroundPos);
    spriteBatch.draw(background, -1080 / 2, -background.getHeight() / 2 + backgroundPos);
    player.draw(spriteBatch);
    enemies.update(spriteBatch, delta);
    tweenManager.update(delta / 60);
    spriteBatch.end();

    rayHandler.setCombinedMatrix(camera.combined);
    rayHandler.updateAndRender();

    controls.handleInput(camera);
  }
Ejemplo n.º 2
0
  public void render() {
    Gdx.gl.glClearColor(.2f, .2f, .2f, 1); // 0->1 = 0->255
    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

    rayHandler.updateAndRender();

    if (this.started) {
      float deltaTime = Gdx.app.getGraphics().getDeltaTime();

      if (deltaTime > .1f) deltaTime = .1f;

      world.step(deltaTime, 10, 10);
      // Increase the score
      score.addValue((int) this.joe.getSpeed() * 10 * Gdx.app.getGraphics().getDeltaTime());

      joe.render();

      if (joe.isOutOfScreen()) {
        this.Pause();
        RunningJoe.getInstance().setScreen(new GameOverScreen());
      }

      this.camera.translate(RunningJoe.PixToMeter(this.joe.getSpeed()), 0);
    }

    camera.update();

    if (RunningJoe.DEV_MODE) RunningJoe.debugRenderer.render(world, camera.combined);

    // Draw bodies textures
    spriteBatch.begin();
    for (Background bg : this.vecBg) {
      bg.DrawTexture(spriteBatch);
    }

    // Draw Joe in the World
    joe.draw(spriteBatch);

    // Generate ground and draw it in the World
    this.listBlock.render();
    this.listBlock.draw(spriteBatch);

    this.obstacleFactory.generateRjObstacles(this, spriteBatch);

    fire.draw(spriteBatch);

    foreground.DrawTexture(spriteBatch);

    spriteBatch.end();
  }
Ejemplo n.º 3
0
  public void Update(float delta) {
    if (m_FadeIn < 1) {
      m_FadeIn += delta / 10;
      m_BackgroundMusic.setVolume(m_GameScreen.m_Settings.m_BackgroundMusicVolume * m_FadeIn);
    }
    // update and render the tilemap
    m_TiledMapRenderer.setView(m_GameScreen.m_Camera);
    m_TiledMapRenderer.render();

    // update physics system
    m_PhysicsWorld.step(1f / 60f, 6, 2);

    // update and render the artemis entity system
    m_ArtemisWorld.setDelta(delta);
    m_ArtemisWorld.process();

    m_SpineRenderSystem.process();

    m_GameScreen.m_Camera.update();
    m_GameScreen.GetSpriteBatch().setProjectionMatrix(m_GameScreen.m_Camera.combined);

    // update the player's light distance from watch
    float distance = 225;

    if (!m_WatchSpine.m_State.getAnimation().getName().contentEquals("tick")) {
      m_ClockTicking = false;
    }

    if (m_WatchSpine.m_State.getAnimation().getName().contentEquals("tick")) {
      if (!m_ClockTicking) {
        m_ClockTick.play(m_GameScreen.m_Settings.m_GameSoundVolume / 2);
        m_ClockTicking = true;
      }
      float time = m_WatchSpine.m_State.getTime();
      if (time < 10.0f) {
        float timePercentageComplete = (10 - time) / 10.0f;
        distance += (timePercentageComplete * 300);
        m_LightPowerDistance = timePercentageComplete * 300;
      }
    } else if (m_WatchSpine.m_State.getAnimation().getName().contentEquals("wind")) {
      float time = m_WatchSpine.m_State.getTime();
      float timePercentageComplete = time / m_WatchSpine.m_State.getAnimation().getDuration();
      distance += (timePercentageComplete * 300);
      m_LightPowerDistance = timePercentageComplete * 300;
    }

    // update the players light distance sensor
    m_PlayerEntity
        .m_LightDistanceSensor
        .getShape()
        .setRadius((m_LightPowerDistance * WORLD_TO_BOX) / 2);

    if (m_PlayerEntity.m_Entity != null) {
      BodyComponent bodyComponent = m_PlayerEntity.m_Entity.getComponent(BodyComponent.class);
      if (bodyComponent != null) {
        bodyComponent.m_Light.setDistance(distance * WORLD_TO_BOX);
      }
    }

    // render the lighting
    m_RayHandler.setCombinedMatrix(m_GameScreen.m_Camera.combined.scl(BOX_TO_WORLD));
    m_RayHandler.updateAndRender();

    // draw border
    m_BorderSprite.setColor(1, 1, 1, m_FadeIn * 0.5f);
    m_BorderSprite.setPosition(
        m_GameScreen.m_Camera.position.x - 400, m_GameScreen.m_Camera.position.y - 300);
    m_GameScreen.GetSpriteBatch().begin();
    m_BorderSprite.draw(m_GameScreen.GetSpriteBatch());
    m_GameScreen.GetSpriteBatch().end();

    // draw the vials
    m_VialOne.m_Skeleton.getColor().set(1, 1, 1, m_FadeIn * 0.75f);
    m_VialOne.m_Skeleton.setX(m_GameScreen.m_Camera.position.x - 375);
    m_VialOne.m_Skeleton.setY(m_GameScreen.m_Camera.position.y - 275);
    m_VialOne.m_Skeleton.getRootBone().setRotation(m_VialOne.m_Rotation);
    m_VialOne.m_State.update(Gdx.graphics.getDeltaTime());
    m_VialOne.m_State.apply(m_VialOne.m_Skeleton);
    m_VialOne.m_Skeleton.updateWorldTransform();

    m_VialTwo.m_Skeleton.getColor().set(1, 1, 1, m_FadeIn * 0.75f);
    m_VialTwo.m_Skeleton.setX(m_GameScreen.m_Camera.position.x - 305);
    m_VialTwo.m_Skeleton.setY(m_GameScreen.m_Camera.position.y - 275);
    m_VialTwo.m_Skeleton.getRootBone().setRotation(m_VialTwo.m_Rotation);
    m_VialTwo.m_State.update(Gdx.graphics.getDeltaTime());
    m_VialTwo.m_State.apply(m_VialTwo.m_Skeleton);
    m_VialTwo.m_Skeleton.updateWorldTransform();

    m_VialThree.m_Skeleton.getColor().set(1, 1, 1, m_FadeIn * 0.75f);
    m_VialThree.m_Skeleton.setX(m_GameScreen.m_Camera.position.x - 390);
    m_VialThree.m_Skeleton.setY(m_GameScreen.m_Camera.position.y - 205);
    m_VialThree.m_Skeleton.getRootBone().setRotation(m_VialThree.m_Rotation);
    m_VialThree.m_State.update(Gdx.graphics.getDeltaTime());
    m_VialThree.m_State.apply(m_VialThree.m_Skeleton);
    m_VialThree.m_Skeleton.updateWorldTransform();

    // draw watch last
    m_WatchSpine.m_Skeleton.setX(m_GameScreen.m_Camera.position.x + 300);
    m_WatchSpine.m_Skeleton.setY(m_GameScreen.m_Camera.position.y + 200);
    m_WatchSpine.m_State.update(Gdx.graphics.getDeltaTime());
    m_WatchSpine.m_State.apply(m_WatchSpine.m_Skeleton);
    m_WatchSpine.m_Skeleton.updateWorldTransform();
    m_GameScreen.GetSpriteBatch().begin();
    m_SpineRenderSystem.m_Renderer.draw(m_GameScreen.GetSpriteBatch(), m_VialOne.m_Skeleton);
    m_SpineRenderSystem.m_Renderer.draw(m_GameScreen.GetSpriteBatch(), m_VialTwo.m_Skeleton);
    m_SpineRenderSystem.m_Renderer.draw(m_GameScreen.GetSpriteBatch(), m_VialThree.m_Skeleton);
    m_SpineRenderSystem.m_Renderer.draw(m_GameScreen.GetSpriteBatch(), m_WatchSpine.m_Skeleton);
    m_GameScreen.GetSpriteBatch().end();
  }