@Override public void render(float delta) { // this should make the background blueish Gdx.gl.glClearColor((float) .1, (float) .1, (float) .66, (float) .8); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // this draws the background image and the title batch.begin(); sprite.draw(batch); // texture, starting x, starting y, width, height // the title img is originally 128 by 32 // batch.draw(titleimg, -50, Gdx.graphics.getHeight()/2, 1028, 256); float titleWidth = 2056; float titleHeight = 512; float width = Gdx.graphics.getWidth(); float height = Gdx.graphics.getHeight(); batch.draw( titleimg, width / 2 - titleWidth / 2, (float) (height * 0.7) - titleHeight / 2, titleWidth, titleHeight); batch.end(); // draws the buttons stage.act(delta); stage.draw(); }
@Override public void render(float delta) { update(delta); Gdx.gl20.glClear( GL20.GL_COLOR_BUFFER_BIT | (Gdx.graphics.getBufferFormat().coverageSampling ? GL20.GL_COVERAGE_BUFFER_BIT_NV : 0)); Gdx.gl20.glClearColor(0.0f, 0.0f, 0.1f, 1.0f); universe.render(); pauseMenuBatch.begin(); if (paused) { pauseMenuBatch.draw( pauseBackground, 0, UltranautGame.HEIGHT / 2 - 200, UltranautGame.WIDTH, 400); pauseFont.draw( pauseMenuBatch, "Stasis", UltranautGame.WIDTH / 2 - new GlyphLayout(pauseFont, "Stasis").width / 2, UltranautGame.HEIGHT / 2 + 150); resume.draw(pauseMenuBatch); mainMenu.draw(pauseMenuBatch); exit.draw(pauseMenuBatch); } if (UltranautGame.debug) { pauseFont.draw( pauseMenuBatch, Gdx.graphics.getFramesPerSecond() + "fps", 5, Gdx.graphics.getHeight()); } pauseMenuBatch.end(); }
@Override public void render(float delta) { Gdx.gl.glClearColor(Color.BLUE.r, Color.BLUE.g, Color.BLUE.b, Color.BLUE.a); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); camera.update(); game.batch.setProjectionMatrix(camera.combined); batch.begin(); font.draw(batch, "Loading Game", 32, 32); background.draw(batch); batch.end(); if (licenseVerified) { if (Gdx.input.isTouched()) { Logger.logMsg("transitioning to main menu screen"); game.setGameScreen(this, game.mainMenuScreen); dispose(); } } else { Dialog dialog = new Dialog("license key invalid", game.uiSkin) { protected void result(Object object) { Logger.logMsg("exiting"); Gdx.app.exit(); } }; dialog.text("Your license key is invalid, exiting..."); dialog.button("OK", true); dialog.show(stage); } }
@Override public void render(float arg0) { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); if (Gdx.input.isKeyPressed(Input.Keys.ESCAPE)) { if (focused) { focused = false; } else { goBack(); } } if (focused) { shapeRenderer.begin(ShapeType.FilledRectangle); Color c = new Color(0.15f, 0.4f, 0.15f, 1f); shapeRenderer.setColor(c); shapeRenderer.filledRect(focusedBox.x, focusedBox.y, focusedBox.width, focusedBox.height); shapeRenderer.end(); } batch.begin(); ObjectMap.Entries<String, Rectangle> it = bindingButtons.entries(); // draw back button text font.draw(batch, "Back", backButton.x, backButton.y + backButton.height); // draw option texts while (it.hasNext()) { ObjectMap.Entry<String, Rectangle> entry = it.next(); Rectangle bounds = entry.value; font.draw(batch, entry.key, bounds.x, bounds.y + bounds.height); Binding binding = game.getBindings().get(entry.key); font.draw(batch, binding.character, bounds.x + 200.0f, bounds.y + bounds.height); } batch.end(); }
public boolean draw(float dt, SpriteBatch batch) { boolean result = false; if (Gdx.input.isTouched()) { if (inside()) { // scale = Math.max(minScale, scale - dt * 1.1f); down = true; } else { // scale = Math.min(1, scale + dt * 0.3f); down = false; } } else if (down) { result = true; down = false; } else { down = false; } batch.begin(); TextureRegion tex = down ? pressed : regular; batch.draw(tex, x, y, width * 0.5f, height * 0.5f, width, height, 1, 1, 0); batch.end(); return result; }
public void draw(float deltaTime) { GLCommon gl = Gdx.gl; gl.glClear(GL10.GL_COLOR_BUFFER_BIT); renderer.render(); guiCam.update(); batcher.setProjectionMatrix(guiCam.combined); batcher.enableBlending(); batcher.begin(); 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.end(); }
@Override public void render() { if (selectedOption != -1) { RectangleRenderer.begin(); RectangleRenderer.setColor(StripesMatrix.darkCell); RectangleRenderer.setAlpha(0.8f); RectangleRenderer.setBounds( selectionBounds.getX(), selectionBounds.getY() + lineH * (selectedOption), selectionBounds.getWidth(), selectionBounds.getHeight()); RectangleRenderer.renderRect(); RectangleRenderer.end(); } StaticBitmapFont.begin(); titleText.render(); pricesText.render(); currencyText.render(); ammountsText.render(); StaticBitmapFont.end(); arrowsColumn.render(); goldBatch.begin(); goldSprite.draw(goldBatch); goldBatch.end(); if (buttonChangeCurrency.checkButton()) {} }
private void helpFreezAnimation(float delta) { batch.begin(); if (ice.animation == animBlick && ice.animation.isAnimationFinished(stateTime)) { ice.animation = null; gameState = GameState.PLAY; } if (ice.animation != null && !ice.animation.isAnimationFinished(stateTime)) { ice.setRegion(ice.animation.getKeyFrame(stateTime += delta, false)); batch.draw( ice.getTexture(), ice.position.x, ice.position.y, ice.origin.x, ice.origin.y, ice.dimension.x, ice.dimension.y, ice.scale.x, ice.scale.y, ice.rotation, ice.getRegionX(), ice.getRegionY(), ice.getRegionWidth(), ice.getRegionHeight(), ice.flipX, ice.flipY); if (ice.animation != animBlick && ice.animation.isAnimationFinished(stateTime)) { setAnimation(animBlick); } } batch.end(); }
@Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); levelBuilder.update(delta); levelBuilder.render(batch); batch.end(); stage.act(); stage.draw(); if (addHelp) helpFreezAnimation(delta); if (gameState == GameState.WINNER && !winnerUi.isVisible) { winnerUi.showWindow(true); winnerUi.setTime(time); } if (gameState == GameState.PLAY || gameState == GameState.MOVING) { updateGameTime(delta); } if (freezers != LevelData.freezers) { updateFreeze(); } }
public void draw(float deltaTime) { renderer.render(); guiCam.update(); batcher.setProjectionMatrix(guiCam.combined); batcher.enableBlending(); batcher.begin(); drawUI(deltaTime); switch (state) { case GAME_READY: presentReady(); break; // case ROUND_START // case COUNT_DUCKS // case NEXT_ROUND case GAME_RUNNING: presentRunning(); break; case GAME_OVER_1: case GAME_OVER_2: presentGameOver(); break; } batcher.end(); }
public void drawVictory(int x, int y, int pid, float xoff, float yoff) { if (numRed == 0) { if (pid == BLUE_TEAM) spriteBatch.draw( victoryB, (x / 2 - victoryB.getWidth() / 2 + xoff), y / 2 - victoryB.getHeight() / 2 + yoff); else spriteBatch.draw( defeatR, (x / 2 - defeatR.getWidth() / 2 + xoff), y / 2 - defeatR.getHeight() / 2 + yoff); } else if (numBlue == 0) { if (pid == RED_TEAM) spriteBatch.draw( victoryR, (x / 2 - victoryR.getWidth() / 2 + xoff), y / 2 - victoryR.getHeight() / 2 + yoff); else spriteBatch.draw( defeatB, (x / 2 - defeatB.getWidth() / 2 + xoff), y / 2 - defeatB.getHeight() / 2 + yoff); } }
@Override public void render() { Gdx.gl.glClearColor(0, 0, 0, 0); Gdx.gl.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); lote.setProjectionMatrix(camara.combined); stateTime += Gdx.graphics.getDeltaTime(); Sprite ciano = animadoCiano.getKeyFrame(stateTime, true); // ciano.setPosition(-ciano.getWidth() / 2, // -ciano.getHeight() / 2); // ciano.setRotation(stateTime * 10); // inanimadoVerde.setSize(0.5f, 0.5f); // inanimadoVerde.setPosition(-inanimadoVerde.getWidth() / 2, // -inanimadoVerde.getHeight() / 2); lote.setProjectionMatrix(camara.combined); lote.setBlendFunction(GL11.GL_SRC_ALPHA, GL11.GL_ONE); lote.begin(); ciano.draw(lote); // inanimadoCastanho.draw(lote); lote.end(); }
/** * Transforms the SpriteBatch to this group's coordinate system. Note this causes the batch to be * flushed. */ protected void applyTransform(SpriteBatch batch) { updateTransform(); batch.end(); oldBatchTransform.set(batch.getTransformMatrix()); batch.setTransformMatrix(batchTransform); batch.begin(); }
public void draw(SpriteBatch batch) { batch.end(); stage.getBatch().setProjectionMatrix(stage.getCamera().combined); if (eff != null) { if (lastHeroPositionX == 0) lastHeroPositionX = (int) RPG.ctrl.hero.getHeadHero().position.x; else { if (lastHeroPositionX != RPG.ctrl.hero.getHeadHero().position.x) { if (lastHeroPositionX > RPG.ctrl.hero.getHeadHero().position.x) { // LEFT eff.getEmitters().get(0).getVelocity().setHigh(500, 500); } else { eff.getEmitters().get(0).getVelocity().setHigh(-500, -500); } } else { eff.getEmitters().get(0).getVelocity().setHigh(0, 0); } lastHeroPositionX = (int) RPG.ctrl.hero.getHeadHero().position.x; } eff.setPosition(0, GameUtil.getScreenHeight()); stage.getBatch().begin(); eff.draw(stage.getBatch(), Gdx.graphics.getDeltaTime()); stage.getBatch().end(); if (eff.isComplete()) eff.reset(); } batch.begin(); }
private void renderTextOverlay() { fsb.begin(); String curStr; curStr = "Score " + player.score; TextBounds txtBounds = bigFont.getBounds(curStr); bigFont.setColor(Color.WHITE); bigFont.draw(fsb, curStr, 40, Globals.PSCR_H - txtBounds.height); curStr = "Shield " + player.shield; txtBounds = bigFont.getBounds(curStr); bigFont.draw(fsb, curStr, Globals.PSCR_W - 600, Globals.PSCR_H - txtBounds.height); curStr = "Health " + player.hp; txtBounds = bigFont.getBounds(curStr); bigFont.draw( fsb, curStr, Globals.PSCR_W - txtBounds.width - 100, Globals.PSCR_H - txtBounds.height); curStr = player.alive ? "ALIVE" : "DEAD"; txtBounds = bigFont.getBounds(curStr); bigFont.setColor(player.alive ? Color.GREEN : Color.RED); bigFont.draw(fsb, curStr, Globals.PSCR_W - txtBounds.width, txtBounds.height + 40); if (player.gameover) { txtBounds = hugeFont.getBounds("GAME OVER!"); float gx = (Globals.PSCR_W - txtBounds.width) / 2.0f; float gy = (Globals.PSCR_H - txtBounds.height) / 2.0f; hugeFont.draw(fsb, "GAME OVER!", gx, gy); } fsb.end(); }
@Override public void update(float deltaTime) { Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); int width = Gdx.graphics.getWidth(); int height = Gdx.graphics.getHeight(); viewport.update(width, height); renderMap(); batch.begin(); renderWorldEntities(); batch.end(); renderParticles(); uiViewport.update(width, height); uiCamera.position.set( uiViewport.getWorldWidth() * 0.5f, uiViewport.getWorldHeight() * 0.5f, 0.0f); Env.game.getStage().draw(); viewport.update(width, height); debugDrawWorld(); uiViewport.update(width, height); debugDrawUI(); if (previousWidth != width || previousHeight != height) { Env.game.resize(width, height); previousWidth = width; previousHeight = height; } }
@Override public void render() { red.a = (red.a + Gdx.graphics.getDeltaTime() * 0.1f) % 1; Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); spriteBatch.begin(); logoSprite.draw(spriteBatch); switch (renderMode) { case 0: font.getData().setScale(1); renderNormal("normal"); break; case 1: font.getData().setScale(1); renderCached(); break; case 2: font.getData().setScale(red.a + 0.5f); renderNormal("normal scaled"); break; case 3: font.getData().setScale(1); renderCachedScaled(); break; } spriteBatch.end(); }
public void drawUi(SpriteBatch batch) { float x = GameScreen.playerPos.x; float y = GameScreen.playerPos.y; // Hardcoded UI: batch.setColor(1, 0, 0, 1); if (hp > 0) batch.draw(Inventory.tex, x + 300, y + 290, 9, 26, 380, 236, 9, 26, false, false); batch.draw( Inventory.tex, x + 309, y + 290, 100 - ((500 - hp) / 5), 26, 399, 262, 16, 26, false, false); if (hp >= 500) batch.draw(Inventory.tex, x + 409, y + 290, 9, 26, 390, 236, 9, 26, false, false); batch.setColor(1, 1, 1, 1); }
@Override public void render() { frameBuffer.begin(); Gdx.graphics.getGL20().glViewport(0, 0, frameBuffer.getWidth(), frameBuffer.getHeight()); Gdx.graphics.getGL20().glClearColor(0f, 1f, 0f, 1); Gdx.graphics.getGL20().glClear(GL20.GL_COLOR_BUFFER_BIT); Gdx.graphics.getGL20().glEnable(GL20.GL_TEXTURE_2D); texture.bind(); meshShader.begin(); meshShader.setUniformi("u_texture", 0); mesh.render(meshShader, GL20.GL_TRIANGLES); meshShader.end(); frameBuffer.end(); Gdx.graphics.getGL20().glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); Gdx.graphics.getGL20().glClearColor(0.2f, 0.2f, 0.2f, 1); Gdx.graphics.getGL20().glClear(GL20.GL_COLOR_BUFFER_BIT); spriteBatch.begin(); spriteBatch.draw( frameBuffer.getColorBufferTexture(), 0, 0, 256, 256, 0, 0, frameBuffer.getColorBufferTexture().getWidth(), frameBuffer.getColorBufferTexture().getHeight(), false, true); spriteBatch.end(); }
public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0.2f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // tell the camera to update its matrices. camera.update( car.body.getPosition().x * PIXELS_PER_METER, car.body.getPosition().y * PIXELS_PER_METER); spriteBatch.setProjectionMatrix(camera.getCombined()); if (Gdx.input.isKeyPressed(Input.Keys.UP) || Gdx.input.isTouched()) { car.setAccelerate(Car.ACC_ACCELERATE); } else if (Gdx.input.isKeyPressed(Input.Keys.DOWN)) { car.setAccelerate(Car.ACC_BRAKE); } else { car.setAccelerate(Car.ACC_NONE); } if (Gdx.input.isKeyPressed(Input.Keys.LEFT) || Gdx.input.getAccelerometerY() < -2.5) { car.setSteer(Car.STEER_HARD_LEFT); } else if (Gdx.input.getAccelerometerY() < -1) { car.setSteer(Car.STEER_LEFT); } else if (Gdx.input.isKeyPressed(Input.Keys.RIGHT) || Gdx.input.getAccelerometerY() > 2.5) { car.setSteer(Car.STEER_HARD_RIGHT); } else if (Gdx.input.getAccelerometerY() > 1) { car.setSteer(Car.STEER_RIGHT); } else { car.setSteer(Car.STEER_NONE); } car.update(Gdx.app.getGraphics().getDeltaTime()); /** * Have box2d update the positions and velocities (and etc) of all tracked objects. The second * and third argument specify the number of iterations of velocity and position tests to perform * -- higher is more accurate but is also slower. */ world.step(Gdx.app.getGraphics().getDeltaTime(), 3, 3); world.clearForces(); // draw the sprites spriteBatch.begin(); playerSprite.setPosition( PIXELS_PER_METER * car.body.getPosition().x - playerTexture.getRegionWidth() / 2, PIXELS_PER_METER * car.body.getPosition().y - playerTexture.getRegionHeight() / 2); playerSprite.setRotation((MathUtils.radiansToDegrees * car.body.getAngle())); playerSprite.setFlip(false, true); playerSprite.setScale(0.3f); playerSprite.draw(spriteBatch); spriteBatch.end(); /** Draw this last, so we can see the collision boundaries on top of the sprites and map. */ debugRenderer.render( world, camera.getCombined().scale(PIXELS_PER_METER, PIXELS_PER_METER, PIXELS_PER_METER)); }
/** sets batch to game units to draw and then back to screen */ @Override public void draw(SpriteBatch batch, float parentAlpha) { tmpMatrix4.set(batch.getProjectionMatrix()); batch.setProjectionMatrix(cam.combined); super.draw(batch, parentAlpha); batch.setProjectionMatrix(tmpMatrix4); }
@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); }
public void render() { // the artistic drawing function that draws everything out (such talent) // make the frame ticker thing that actually makes pretty pictures move // in this case you are updating the world you just made // apparently you aren't suppose to update this in the render loop but w/e // also have no idea what 6 & 2 mean so again w/e (sensai plssss) world.step(Gdx.graphics.getDeltaTime(), 6, 2); // move the sprite with the body! sprite.setPosition(body.getPosition().x, body.getPosition().y); // just a limit for when it falls off the screen since there is no ground LOL System.out.println(body.getPosition().y); if (body.getPosition().y < (10)) { body.setAwake(false); } else { body.setAwake(true); } // Again not box2dStuff just cool things I added HandleTouch(); // the Background color // This doesn't look like it does anything? Gdx.gl.glClearColor(1, 1, 1, 1); // clears the background after each fram update // Same with this? Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // this is where the sprite img is rendered and updated etc. batch.begin(); batch.draw(sprite, sprite.getX(), sprite.getY()); batch.end(); }
/* * (non-Javadoc) * @see com.badlogic.gdx.Screen#render(float) */ @Override public void render(float delta) { Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); Gdx.gl.glClearColor(1, 1, 1, 1); batch.setProjectionMatrix(ownCamera.combined); batch.begin(); batch.draw( texture, ((BattleColorConfig.WIDTH - texture.getWidth()) / 2), (BattleColorConfig.HEIGHT - texture.getHeight()) / 2); batch.end(); if (System.currentTimeMillis() - oldTime > 1000) { // Eine Sekunde // vergangen if (countdown == 1) { gameRef.setScreen(gameRef.gameScreen); } else { oldTime = System.currentTimeMillis(); countdown--; setTexture(); } } if (gameRef.toast != null) { gameRef.toast.toaster(); } }
@Override public final void _render(SpriteBatch spriteBatch) { if (frozen) { // set shader float brightness = .5f / (freezeCounterMax / freezeCounter); spriteBatch.setShader(Shader.FREEZE_SHADER); spriteBatch.getShader().setUniformf("u_contrast", 1.1f); spriteBatch.getShader().setUniformf("u_brightness", brightness); // set color frozenColor.a = FROZEN_COLOR_START_ALPHA / (freezeCounterMax / freezeCounter); spriteBatch.setColor(frozenColor); // render doRender(spriteBatch); // reset shader spriteBatch.setShader(null); // reset color spriteBatch.setColor(Color.WHITE); } else { doRender(spriteBatch); } }
@Override public void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); batch.begin(); font.drawMultiLine(batch, results, 20, 300); batch.end(); }
@Override public void render(SpriteBatch sb) { delta = (TimeUtils.millis() - startTime + 700) / 1000; tweenManager.update(delta); bgManager.render(sb); sb.setProjectionMatrix(camera.combined); sb.begin(); backButton.render(sb); randomCardButton.draw(sb); rareCardButton.draw(sb); Fonts.MFont.draw( sb, "Cost: " + randomCardCost, randomCardButton.getX(), randomCardButton.getY() - 40); Fonts.MFont.draw( sb, "Cost: " + rareCardCost, rareCardButton.getX(), rareCardButton.getY() - 40); Fonts.MFont.draw( sb, currGold, MainGame.WIDTH - Fonts.MFont.getBounds(currGold).width - 40, MainGame.HEIGHT - 50); if (showingCard) { sb.draw(alpha, 0, 0, MainGame.WIDTH, MainGame.HEIGHT); purchasedCard.render( new Vector2( MainGame.WIDTH / 2 - (Card.WIDTH / 2 * cardAnimSprite.getScaleX()), MainGame.HEIGHT / 2 - (Card.HEIGHT / 2 * cardAnimSprite.getScaleX())), cardAnimSprite.getScaleX(), sb); unlockedText.draw(sb); } sb.end(); }
@Override public void render(float delta) { if (assets.update()) // Updates assets loading and returns true is finished { Gdx.app.log("ProjectOne", "All assets loaded successfully ..."); // game.setScreen(new MainMenu(game, assets)); // Loads main menu screen after loading assets game.setScreen( new GameScreen( game, assets, 0)); // If anything pressed or touched (android) moves on and it's playtime :) (loads // 0 level) } else { float progress = assets.getProgress() * 100; Gdx.gl.glClearColor(0f, 0f, 0f, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); batch.begin(); font.draw( batch, Float.toString(progress) + " %", 400, 240); // Progress "bar" (percentage for now) font.draw( batch, Integer.toString(assets.getLoadedAssets()) + " loaded / " + Integer.toString(assets.getQueuedAssets()) + " to go ...", 360, 220); batch.end(); } }
@Override public void render() { Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); font.drawMultiLine(batch, message, 20, Gdx.graphics.getHeight() - 20); batch.end(); }
@Override public void render(float dt) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // compara si la aplicacion se ejecuta en escritorio o en android if (Gdx.app.getType() == ApplicationType.Desktop) { this.entradaEscritorio(dt); } else if (Gdx.app.getType() == ApplicationType.Android) { this.entradaAndroid(dt); } // actualizamos camara.update(); this.juegoGanado(); batch.setProjectionMatrix(camara.combined); manejadorDeSprite.update(dt, arcanoid, jugador); // renderiza el manejadorDeSprite, fondo de pantalla y fuente de jugador batch.begin(); batch.draw(fondoPantalla, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); jugador.draw(batch); batch.end(); manejadorDeSprite.render(); }