@Override public void render(float delta) { // scale from 1600x900 to whatever user screen is set to and clear graphics Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // translate sprite batch like camera Point2F offsetPoint = Camera.getDefault().getTranslatedMatrix(); engine.gameBatch.setProjectionMatrix( engine.gameBatch.getProjectionMatrix().translate(offsetPoint.x, offsetPoint.y, 0)); // engine.gameBatch.setShader(shader); engine.gameBatch.begin(); // start render // shader.begin(); // Bind before the shader begins currentLevel.render(engine.gameBatch); // shader.end(); engine.gameBatch.end(); // end render engine.guiBatch.begin(); fog.render(engine.guiBatch, 0, 0); GUI.render(engine.guiBatch); engine.guiBatch.end(); }
public void render(SpriteBatch g) { if (onGround || thrown || dropped) { Point2F p = Globals.toIsoCoord(getX(), getY()); if (dropped || thrown) { p.y += z; } g.setColor(drawColor); groundSprite.render(g, p.x, p.y); g.setColor(Color.WHITE); } else { System.out.println( "WARNING " + name + " is out of state! A inventory item is being drawn like a floor item."); } }