@Override public void present(float deltaTime) { GLCommon gl = Gdx.gl; gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); worldRender.render(deltaTime); if (isTreasure) { batcher.begin(); renderTreasure(treasureType); if (isTreasureSound) { Assets.playSound(Assets.treasureSound, game.soundState); isTreasureSound = false; } batcher.end(); } else if (isFinal) { batcher.begin(); renderFinal(); batcher.end(); } else { if (isPause && !isDialog) { batcher.begin(); renderGamePause(); batcher.end(); } } if ((isPause || !game.soundState) && bgMusic.isPlaying()) { bgMusic.pause(); } else if (!isPause && !bgMusic.isPlaying() && game.soundState) { Assets.playMusic(bgMusic, game.soundState); } }
protected void renderParticles() { particleFrameBuffer.begin(); batch.begin(); Color initialColor = batch.getColor(); Values<Entity> values = particleEntities.values(); while (values.hasNext()) { Entity entity = values.next(); ParticleComponent particle = entity.getComponent(ParticleComponent.class); ColorComponent color = entity.getComponent(ColorComponent.class); if (color != null) { batch.setColor(color.color); } particle.effect.draw(batch); batch.setColor(initialColor); } batch.end(); particleFrameBuffer.end(); batch.begin(); batch.draw(particleRegion, 0.0f, 0.0f); batch.end(); }
@Override public void render() { // Update // Gdx.graphics.getGL10().glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); world.step(1 / 60f, 10, 10); for (int i = 0; i < MAX_BALL_COUNT; i++) { Vector2 pos = ballModels[i] .getPosition() .sub(ballSprites[i].getWidth() / 2, ballSprites[i].getHeight() / 2); float angleDeg = ballModels[i].getAngle() * MathUtils.radiansToDegrees; ballSprites[i].setPosition(pos.x, pos.y); ballSprites[i].setRotation(angleDeg); } // Render // GL10 gl = Gdx.gl10; // gl.glClearColor(1, 1, 1, 1); // gl.glClear(GL10.GL_COLOR_BUFFER_BIT); spriteBatch.setProjectionMatrix(camera.combined); spriteBatch.begin(); vialSprite.draw(spriteBatch); for (int i = 0; i < MAX_BALL_COUNT; i++) ballSprites[i].draw(spriteBatch); spriteBatch.end(); spriteBatch .getProjectionMatrix() .setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); spriteBatch.begin(); font.draw(spriteBatch, "Touch the screen to restart", 5, 25); spriteBatch.end(); }
@Override public void render(SpriteBatch sb) { Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); sb.setProjectionMatrix(cam.combined); sb.begin(); // Determine what to render based on score { if (score <= 3) { sb.draw(bg2, cam.position.x - (cam.viewportWidth / 2), 0); sb.draw(bird.getTexture(score), bird.getPosition().x, bird.getPosition().y); } else if (score <= 6) { sb.draw(bg, cam.position.x - (cam.viewportWidth / 2), 0); sb.draw(bird.getTexture(score), bird.getPosition().x, bird.getPosition().y); } else if (score <= 9) { sb.draw(android_bg, cam.position.x - (cam.viewportWidth / 2), 0); sb.draw(bird.getTexture(score), bird.getPosition().x, bird.getPosition().y); } else if (score > 9) { sb.draw(cob_bg, cam.position.x - (cam.viewportWidth / 2), 0); sb.draw(bird.getTexture(score), bird.getPosition().x, bird.getPosition().y); } // pass score to tube to determine what to render for (Tube tube : tubes) { sb.draw(tube.getTopTube(score), tube.getPosTopTube().x, tube.getPosTopTube().y); sb.draw(tube.getBottomTube(score), tube.getPosBotTube().x, tube.getPosBotTube().y); } // determine what ground to render based on current score if (score <= 3) { sb.draw(ground, groundPos1.x, groundPos1.y); sb.draw(ground, groundPos2.x, groundPos2.y); } else if (score <= 6) { sb.draw(ground2, groundPos1.x, groundPos1.y); sb.draw(ground2, groundPos2.x, groundPos2.y); } else if (score <= 9) { sb.draw(ground3, groundPos1.x, groundPos1.y); sb.draw(ground3, groundPos2.x, groundPos2.y); } else if (score > 9) { sb.draw(ground4, groundPos1.x, groundPos1.y); sb.draw(ground4, groundPos2.x, groundPos2.y); } } sb.end(); sb.begin(); // Write score to screen font.setColor(Color.WHITE); font.draw(sb, String.format("%.0f", score), scoreX, scoreY); sb.end(); }
@Override public void render(float delta) { Gdx.gl.glClearColor(0.39f, 0.58f, 0.92f, 1.0f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // Update deltaTime & animationTime deltaTime = Gdx.graphics.getDeltaTime(); animationTime += Gdx.graphics.getDeltaTime(); // Store Spritesheet to sprite sprite = new Sprite(animation.getKeyFrame(animationTime, true)); sprite.setPosition(xPosition, 0); sprite.setScale(1.8f); // Set camera to batch and undate camera batch.setProjectionMatrix(camera.combined); camera.update(); tiledMapRenderer.setView(camera); tiledMapRenderer.render(background); tiledMapRenderer.render(foreground); // Display on Screen batch.begin(); sprite.draw(batch); batch.end(); // update xPosition xPosition = xPosition + (speed * deltaTime); HUDBatch.begin(); font1.draw(HUDBatch, "SCORE:100", 100, 450); HUDBatch.end(); }
@Override public void render(float delta) { // TODO Auto-generated method stub if (Gdx.input.justTouched()) { guiCam.unproject(touch.set(Gdx.input.getX(), Gdx.input.getY(), 0)); if (startbutton.contains(touch)) { maingame.setScreen(maingame.mainscene); return; } } GL10 gl = Gdx.graphics.getGL10(); gl.glClearColor(0, 0, 0, 1); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); /* * Actualiza los parametros de la camara * y los enlaza al objeto de renderizado batcher * */ guiCam.update(); this.batcher.setProjectionMatrix(this.guiCam.combined); /* * Desactiva las trasnparencias * */ batcher.disableBlending(); batcher.begin(); batcher.draw(Assets.background, 0, 0, 10, 15); batcher.end(); batcher.enableBlending(); batcher.begin(); batcher.draw(Assets.title, 1, 6, 8, 8); batcher.draw(Assets.start, x, 3, 6, 3); x += c; batcher.end(); }
private void drawWorld() { camera.update(); batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(background, camera.position.x - background.getWidth() / 2, 0); for (Rock rock : rocks) { batch.draw(rock.image, rock.position.x, rock.position.y); } batch.draw(ground, groundOffsetX, 0); batch.draw(ground, groundOffsetX + ground.getRegionWidth(), 0); batch.draw(ceiling, groundOffsetX, 480 - ceiling.getRegionHeight()); batch.draw(ceiling, groundOffsetX + ceiling.getRegionWidth(), 480 - ceiling.getRegionHeight()); batch.draw(plane.getKeyFrame(planeStateTime), planePosition.x, planePosition.y); batch.end(); batch.setProjectionMatrix(uiCamera.combined); batch.begin(); if (gameState == GameState.Start) { batch.draw( ready, Gdx.graphics.getWidth() / 2 - ready.getRegionWidth() / 2, Gdx.graphics.getHeight() / 2 - ready.getRegionHeight() / 2); } if (gameState == GameState.GameOver) { batch.draw( gameOver, Gdx.graphics.getWidth() / 2 - gameOver.getRegionWidth() / 2, Gdx.graphics.getHeight() / 2 - gameOver.getRegionHeight() / 2); } if (gameState == GameState.GameOver || gameState == GameState.Running) { font.draw(batch, "" + score, Gdx.graphics.getWidth() / 2, Gdx.graphics.getHeight() - 60); } batch.end(); }
public void updateTitle(float delta) { // System.out.println("update title"); batch.begin(); switch (level) { case 0: batch.draw(swiat00tlo, 0, 0); break; case 1: batch.draw(swiat01tlo, 0, 0); break; case 2: batch.draw(swiat02tlo, 0, 0); break; case 3: batch.draw(swiat03tlo, 0, 0); break; } // total power numbers font.draw(batch, "total: ", 35, 100); font.draw(batch, pulaGracza + "", 50, 70, 50, Align.center, false); font.draw(batch, "total: ", 1160, 100); font.draw(batch, pulaPrzeciwnika + "", 1175, 70, 50, Align.center, false); // actual hp font.draw( batch, game.player.playerHp + "", playerIcon.getX() - 25, playerIcon.getY() + 260, 50, Align.center, false); if (enemys.size > 0) { font.draw( batch, enemys.peek().getHp() + "", enemys.peek().getX() - 15, enemys.peek().getY() + 260); } batch.end(); // draw kotara batch.begin(); kotaraState.update(Gdx.graphics.getDeltaTime()); kotaraState.apply(kotaraSkeleton); kotaraSkeleton.updateWorldTransform(); sr.draw(batch, kotaraSkeleton); batch.end(); // sprawdz czy kotara sie odslonila if (kotaraState.getCurrent(0) == null) { currentState = GameState.MAP; } stage.act(delta); stage.draw(); }
@Override public void render() { Gdx.gl.glClearColor(1, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // Update animationTime animationTime += Gdx.graphics.getDeltaTime(); camera.update(); batch.setProjectionMatrix(camera.combined); // Render background image batch.begin(); batch.draw(background, 0, 0); batch.end(); // Check if async load is done if (!loaded) { // Render Logo and Loading Bar batch.begin(); batch.draw(logo, logoPos.x, logoPos.y); batch.draw(progressBarBaseImg, pbPos.x, pbPos.y); batch.draw( progressBarImg, pbPos.x, pbPos.y, progressBarImg.getWidth() * manager.getProgress(), progressBarImg.getHeight()); batch.end(); if (manager.update()) { // Initialize params for caveman loaded = true; cavemanAnims = manager.get("data/caveman-sheet.json"); cavemanWalk = cavemanAnims.getAnimation("walk"); currentFrame = cavemanWalk.getKeyFrames()[0]; cavemanX = 0; cavemanSpeed = 180; goingRight = true; Gdx.app.log(TAG, "Instructions"); Gdx.app.log(TAG, "- Press Left key to move left"); Gdx.app.log(TAG, "- Press Right key to move right"); } } else { // Caveman resources are loaded... let's have some fun updateCaveman(); batch.begin(); batch.draw(currentFrame, cavemanX, .0f); batch.end(); } }
private void renderShrine(ShapeRenderer shapes, SpriteBatch batch) { batch.end(); // 2. clear our depth buffer with 1.0 Gdx.gl.glClearDepthf(1f); Gdx.gl.glClear(GL20.GL_DEPTH_BUFFER_BIT); // 3. set the function to LESS Gdx.gl.glDepthFunc(GL20.GL_LESS); // 4. enable depth writing Gdx.gl.glEnable(GL20.GL_DEPTH_TEST); // 5. Enable depth writing, disable RGBA color writing Gdx.gl.glDepthMask(true); Gdx.gl.glColorMask(false, false, false, false); // 6. render your primitive shapes shapes.begin(ShapeType.Filled); // TODO: remove setColor if not needed. shapes.setColor(1f, 0f, 0f, 0.5f); // shapes.circle(200, 200, 100); shapes.setColor(0f, 1f, 0f, 0.5f); // shapes.rect(200, 200, 100, 100); shapes.rect(-300, 0, 600, 500); shapes.rect(100, 100, 100, 100); shapes.end(); batch.begin(); // 8. Enable RGBA color writing // (SpriteBatch.begin() will disable depth mask) Gdx.gl.glColorMask(true, true, true, true); // 9. Make sure testing is enabled. Gdx.gl.glEnable(GL20.GL_DEPTH_TEST); // 10. Now depth discards pixels outside our masked shapes Gdx.gl.glDepthFunc(GL20.GL_EQUAL); shrineOff.render(batch); shrineOn.setAlpha(shrineGlowAlpha); shrineOn.render(batch); batch.end(); Gdx.gl.glDepthFunc(GL20.GL_ALWAYS); batch.begin(); }
@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(); }
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; }
@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 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 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(); }
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)); }
@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()) {} }
@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) { 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 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(); }
@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() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); batch.begin(); font.drawMultiLine(batch, results, 20, 300); 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 void draw(Player p) { cam.setToOrtho(true, HawkthorneGame.WIDTH, HawkthorneGame.HEIGHT); cam.zoom = 1f; cam.update(true); batch.setProjectionMatrix(cam.combined); batch.begin(); Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); batch.draw( this.background, cam.viewportWidth / 2 - this.background.getRegionWidth() / 2, cam.viewportHeight / 2 - this.background.getRegionHeight() / 2); batch.setColor(0, 0, 0, 1); BitmapFont font = Assets.getFont(); font.setScale(0.8f, -0.8f); font.draw(batch, "SERVER", 278, 151); font.draw(batch, "CLIENT", 278, 181); batch.setColor(1, 1, 1, 1); batch.draw(this.arrow, 236, 139 + 30 * this.option); String back = Keys.toString(KeyMapping.gameKeyToInt(GameKeys.START)) + ": EXIT GAME"; String howto = "<JUMP> OR " + Keys.toString(KeyMapping.gameKeyToInt(GameKeys.JUMP)) + ": SELECT ITEM"; font.draw(batch, back, 25, 25); font.draw(batch, howto, 25, 55); font.setColor(Color.RED); font.draw(batch, warning, 60, 305); font.setColor(Color.WHITE); batch.end(); }
@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(); }
@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() { 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); }
@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(); }
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(); }