public final void dispose() {
   this.keySize = 0;
   if (batch != null) {
     batch.dispose();
     batch = null;
   }
   if (content != null) {
     content.dispose();
     content = null;
   }
   if (indexTile != null) {
     indexTile.dispose();
     indexTile = null;
   }
   if (objects != null) {
     objects.clear();
     objects = null;
   }
   if (pendingAdd != null) {
     pendingAdd.clear();
     pendingAdd = null;
   }
   if (pendingRemove != null) {
     pendingRemove.clear();
     pendingRemove = null;
   }
   tiles.clear();
   close();
 }
Example #2
0
 public void draw(SpriteBatch sb) {
   sb.drawSprite(
       mAnimation.getFrame(),
       mPhysics.getX() + mDrawOffsetX,
       mPhysics.getY() + mDrawOffsetY,
       mDrawWidth,
       mDrawHeight);
 }
 public final void draw(GLEx g) {
   if (isOnLoadComplete()) {
     batch.begin();
     before(batch);
     for (TileMap tile : tiles) {
       tile.draw(g, batch, offset.x(), offset.y());
     }
     for (SpriteBatchObject o : objects) {
       objX = o.getX() + offset.x;
       objY = o.getY() + offset.y;
       if (contains(objX, objY)) {
         o.draw(batch, offset.x, offset.y);
       }
     }
     if (content.isVisible()) {
       content.drawNode(batch);
     }
     after(batch);
     batch.end();
   }
 }
Example #4
0
 public void draw(SpriteBatch batch) {
   if (currentFrame >= 0) {
     batch.draw(
         this.image,
         getDestRectLeft(),
         getDestRectTop(),
         getDestRectRight(),
         getDestRectBottom(),
         getSpriteLeft(),
         getSpriteTop(),
         getSpriteRight(),
         getSpriteBottom(),
         color);
   }
 }
Example #5
0
 // --Draw Text--//
 // D: draw text at the specified x,y position
 // A: text - the string to draw
 //    x, y - the x,y position to draw text at (bottom left of text; including descent)
 // R: [none]
 public void draw(String text, float x, float y) {
   float chrHeight = cellHeight * scaleY; // Calculate Scaled Character Height
   float chrWidth = cellWidth * scaleX; // Calculate Scaled Character Width
   int len = text.length(); // Get String Length
   x += (chrWidth / 2.0f) - (fontPadX * scaleX); // Adjust Start X
   y += (chrHeight / 2.0f) - (fontPadY * scaleY); // Adjust Start Y
   for (int i = 0; i < len; i++) { // FOR Each Character in String
     int c =
         (int) text.charAt(i)
             - CHAR_START; // Calculate Character Index (Offset by First Char in Font)
     if (c < 0 || c >= CHAR_CNT) // IF Character Not In Font
     c = CHAR_UNKNOWN; // Set to Unknown Character Index
     batch.drawSprite(x, y, chrWidth, chrHeight, charRgn[c]); // Draw the Character
     x += (charWidths[c] + spaceX) * scaleX; // Advance X Position by Scaled Character Width
   }
 }
Example #6
0
 // --Draw Font Texture--//
 // D: draw the entire font texture (NOTE: for testing purposes only)
 // A: width, height - the width and height of the area to draw to. this is used
 //    to draw the texture to the top-left corner.
 public void drawTexture(int width, int height) {
   batch.beginBatch(textureId); // Begin Batch (Bind Texture)
   batch.drawSprite(
       textureSize / 2, height - (textureSize / 2), textureSize, textureSize, textureRgn); // Draw
   batch.endBatch(); // End Batch
 }
Example #7
0
 public void end() {
   batch.endBatch(); // End Batch
   gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f); // Restore Default Color/Alpha
 }
Example #8
0
 public void begin(float red, float green, float blue, float alpha) {
   gl.glColor4f(red, green, blue, alpha); // Set Color+Alpha
   gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId); // Bind the Texture
   batch.beginBatch(); // Begin Batch
 }