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(); }
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(); }
@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(); }
/** * @param simulation * @param gl */ private void renderHud(GL10 gl) { gl.glDisable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_DEPTH_TEST); int width = Gdx.app.getGraphics().getWidth(); int height = Gdx.app.getGraphics().getHeight(); // spriteBatch.setProjectionMatrix(viewMatrix); // spriteBatch.setTransformMatrix(transformMatrix); spriteBatch.begin(); spriteBatch.enableBlending(); spriteBatch.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); /*A minimum of dataset B maximum of dataset a is from where you would like normalised data set to start b is where you would like normalised data set to end x is the value you are trying to normalise a + (x-A)*(b-a)/(B-A) */ float length = 0 + (progress - 0) * ((Gdx.graphics.getWidth() / 10) * 8 - 0) / (1 - 0); spriteBatch.setColor(0, 0, 1, 1); spriteBatch.draw( progressBarTexture, Gdx.graphics.getWidth() / 10, 110, (Gdx.graphics.getWidth() / 10) * 8, 30); spriteBatch.setColor(0, 1, 1, 1); spriteBatch.draw(progressBarTexture, (Gdx.graphics.getWidth() / 10) + 2, 112, length, 26); spriteBatch.setColor(1, 1, 1, 1); font.draw(spriteBatch, "Version:" + BattleBeasties3d.version, 10, 10); font.draw(spriteBatch, "Loading " + String.format("%.0f", progress * 100) + "%", 100, 100); if (Splash.fadeIn) { spriteBatch.setColor(0, 0, 0, Splash.fadeTimer); spriteBatch.draw(xfadeTexture, 0, 0, width, height); } if (Splash.fadeOut) { spriteBatch.setColor(1, 1, 1, Splash.fadeTimer); spriteBatch.draw(xfadeTexture, 0, 0, width, height); } spriteBatch.setColor(1, 1, 1, 1); if (BattleBeasties3d.Error == BattleBeasties3d.NETWORK_DOWN && netErrorShown == false) { stage.addActor( Actors.bottomToast( "Connection to internet failed, Please check your network is working.", 5, skin)); netErrorShown = true; } spriteBatch.end(); }
public void draw(float deltaTime) { GLCommon gl = Gdx.gl; gl.glClear(GL10.GL_COLOR_BUFFER_BIT); guiCam.update(); batcher.disableBlending(); batcher.begin(); batcher.draw(helpRegion, 0, 0, 320, 480); batcher.end(); batcher.enableBlending(); batcher.begin(); batcher.draw(Assets.arrow, 320, 0, -64, 64); batcher.end(); gl.glDisable(GL10.GL_BLEND); }
public void draw() { GLCommon gl = Gdx.gl; gl.glClear(GL10.GL_COLOR_BUFFER_BIT); guiCam.update(); batcher.setProjectionMatrix(guiCam.combined); batcher.disableBlending(); batcher.begin(); batcher.draw(helpRegion, 0, 0, 320, 480); batcher.end(); batcher.enableBlending(); batcher.begin(); batcher.draw(Assets.arrow, 320, 0, -64, 64); batcher.end(); gl.glDisable(GL10.GL_BLEND); }
public void draw(float deltaTime) { GLCommon gl = Gdx.gl; gl.glClearColor(1, 0, 0, 1); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); guiCam.update(); batcher.setProjectionMatrix(guiCam.combined); batcher.disableBlending(); batcher.begin(); batcher.draw(Assets.backgroundRegion, 0, 0, 320, 480); batcher.end(); batcher.enableBlending(); batcher.begin(); batcher.draw(Assets.logo, 160 - 274 / 2, 480 - 10 - 142, 274, 142); batcher.draw(Assets.mainMenu, 10, 200 - 110 / 2, 300, 110); batcher.draw(Settings.soundEnabled ? Assets.soundOn : Assets.soundOff, 0, 0, 64, 64); batcher.end(); }
@Override public void draw(float delta) { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); viewMatrix.setToOrtho2D(0, 0, 480, 320); spriteBatch.setProjectionMatrix(viewMatrix); spriteBatch.setTransformMatrix(transformMatrix); spriteBatch.begin(); spriteBatch.disableBlending(); spriteBatch.setColor(Color.WHITE); spriteBatch.draw(background, 0, 0, 480, 320, 0, 0, 512, 512, false, false); spriteBatch.enableBlending(); spriteBatch.draw(logo, 0, 320 - 128, 480, 128, 0, 256, 512, 256, false, false); String text = "It is the end my friend.\nTouch to continue!"; TextBounds bounds = font.getMultiLineBounds(text); spriteBatch.setBlendFunction(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA); font.drawMultiLine(spriteBatch, text, 0, 160 + bounds.height / 2, 480, HAlignment.CENTER); spriteBatch.end(); }
public void draw(SpriteBatch spriteBatch) { if (background != null) { spriteBatch.disableBlending(); float x = 0; for (AtlasRegion tile : background) { spriteBatch.draw(tile, x, 0f); x += tile.getRegionWidth(); } spriteBatch.enableBlending(); } // draw layers from bottom to top for (int i = layers.size() - 1; i >= 0; i--) { SceneLayer layer = layers.get(i); layer.draw(spriteBatch); } // Draw the light map if (lightMap != null) { // Multiplicative blending for light maps spriteBatch.setBlendFunction(GL20.GL_DST_COLOR, GL20.GL_ZERO); float x = 0; for (AtlasRegion tile : lightMap) { spriteBatch.draw(tile, x, 0f); x += tile.getRegionWidth(); } spriteBatch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); } }
public void render() { int viewWidth = Gdx.graphics.getWidth(); int viewHeight = Gdx.graphics.getHeight(); float delta = Gdx.graphics.getDeltaTime(); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); if ((pixelsPerMeter.getValue() != pixelsPerMeterPrev) || (zoomLevel.getValue() != zoomLevelPrev)) { if (pixelsPerMeter.getValue() <= 0) { pixelsPerMeter.setValue(1); } worldCamera.setToOrtho( false, viewWidth / pixelsPerMeter.getValue(), viewHeight / pixelsPerMeter.getValue()); worldCamera.zoom = zoomLevel.getValue(); worldCamera.update(); effect.setPosition(worldCamera.viewportWidth / 2, worldCamera.viewportHeight / 2); zoomLevelPrev = zoomLevel.getValue(); pixelsPerMeterPrev = pixelsPerMeter.getValue(); } spriteBatch.setProjectionMatrix(worldCamera.combined); spriteBatch.begin(); spriteBatch.enableBlending(); spriteBatch.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); if (bgImage != null) { bgImage.setPosition( viewWidth / 2 - bgImage.getWidth() / 2, viewHeight / 2 - bgImage.getHeight() / 2); bgImage.draw(spriteBatch); } activeCount = 0; boolean complete = true; for (ParticleEmitter emitter : effect.getEmitters()) { if (emitter.getSprite() == null && emitter.getImagePath() != null) loadImage(emitter); boolean enabled = isEnabled(emitter); if (enabled) { if (emitter.getSprite() != null) emitter.draw(spriteBatch, delta); activeCount += emitter.getActiveCount(); if (!emitter.isComplete()) complete = false; } } if (complete) effect.start(); maxActive = Math.max(maxActive, activeCount); maxActiveTimer += delta; if (maxActiveTimer > 3) { maxActiveTimer = 0; lastMaxActive = maxActive; maxActive = 0; } if (mouseDown) { // gl.drawLine(mouseX - 6, mouseY, mouseX + 5, mouseY); // gl.drawLine(mouseX, mouseY - 5, mouseX, mouseY + 6); } spriteBatch.setProjectionMatrix(textCamera.combined); font.draw(spriteBatch, "FPS: " + Gdx.graphics.getFramesPerSecond(), 5, 15); font.draw(spriteBatch, "Count: " + activeCount, 5, 35); font.draw(spriteBatch, "Max: " + lastMaxActive, 5, 55); font.draw(spriteBatch, (int) (getEmitter().getPercentComplete() * 100) + "%", 5, 75); spriteBatch.end(); // gl.drawLine((int)(viewWidth * getCurrentParticles().getPercentComplete()), viewHeight - 1, // viewWidth, viewHeight - // 1); }
private void draw(float delta) { GLCommon gl = Gdx.gl; gl.glClear(GL10.GL_COLOR_BUFFER_BIT); renderer.render(); guiCam.update(); batch.setProjectionMatrix(guiCam.combined); batch.enableBlending(); batch.begin(); if (state == GameScreen.GAME_PAUSED) batch.draw(Assets.play, 320 - 64, 480 - 64, 50, 50); else batch.draw(Assets.pause, 320 - 64, 480 - 64, 50, 50); batch.draw(Assets.left, 320 - 51, 0, 50, 50); batch.draw(Assets.right, 320 - 51, 70, 50, 50); batch.draw(Assets.up, 320 - 51, 120, 50, 50); // batch.draw(Assets.potEmpty, 20, 50); // batch.draw(new Texture(Gdx.files.internal("data/swordrangeattack.png")), 20, 50); Texture slot1Texture = Assets.skillSlotEmpty; Texture slot2Texture = Assets.skillSlotEmpty; Texture slot3Texture = Assets.skillSlotEmpty; boolean slot1cooldown = false; boolean slot2cooldown = false; boolean slot3cooldown = false; int count = 0; for (int key : world.skillsOnBar.keySet()) { Skill s = world.skillsOnBar.get(key); switch (count) { case 0: slot1Texture = new Texture(Gdx.files.internal("data/" + s.projectile_image)); if (s.coolDown.isOnCooldown) slot1cooldown = true; break; case 1: slot2Texture = new Texture(Gdx.files.internal("data/" + s.projectile_image)); if (s.coolDown.isOnCooldown) slot2cooldown = true; break; case 2: slot3Texture = new Texture(Gdx.files.internal("data/" + s.projectile_image)); if (s.coolDown.isOnCooldown) slot3cooldown = true; break; } count++; } int x = 115; for (int i = 0; i < 3; i++) { batch.draw(Assets.skillSlotFrame, x, 5); x += 30; } batch.draw(slot1Texture, 113, 5); batch.draw(slot2Texture, 145, 5); batch.draw(slot3Texture, 175, 5); if (slot1cooldown) batch.draw(Assets.skillSlotOverlay, 115, 5); if (slot2cooldown) batch.draw(Assets.skillSlotOverlay, 145, 5); if (slot3cooldown) batch.draw(Assets.skillSlotOverlay, 175, 5); batch.end(); renderHP(); }