@Override public void render(Camera camera, GameContainer gameContainer) { Graphics graphics = gameContainer.getGraphics(); graphics.pushTransform(); graphics.translate(0, 40f); super.render(camera, gameContainer); graphics.popTransform(); if (BattleToads.ALLOW_DEBUGGING) graphics.setColor(Color.magenta); if (BattleToads.ALLOW_DEBUGGING) graphics.draw(getCollisionHitbox(position)); }
@Override public void render(Graphics g) { g.pushTransform(); if (flip) { // Be sure to flip around the center g.translate(centerX, 0); g.scale(-1, 1); g.translate(-centerX, 0); // Alternatively, translate by width after flip } g.rotate(centerX, centerY, angle); g.drawImage(img, 0, 0); g.popTransform(); }
/** * Implementation of the core rendering function that just renders the map to the assigned graphic * context. * * @param g the graphics context used for the render operation */ private void renderImpl(final Graphics g) { final Camera camera = Camera.getInstance(); g.pushTransform(); g.translate(-camera.getViewportOffsetX(), -camera.getViewportOffsetY()); Camera.getInstance().clearDirtyAreas(g); synchronized (display) { synchronized (GameMap.LIGHT_LOCK) { // draw all items for (int i = 0, displaySize = display.size(); i < displaySize; i++) { display.get(i).draw(g); } } } g.popTransform(); }
protected void preRender(final Graphics graphicContext) { graphicContext.pushTransform(); graphicContext.translate( this.getData()[Entity.X], this.getData()[Entity.Y]); // move to pos // position graphicContext.translate( this.getData()[Entity.CENTER_X], this.getData()[Entity.CENTER_Y]); // translate back graphicContext.rotate(0, 0, this.getData()[Entity.ROTATION]); // rotate graphicContext.scale(this.getData()[Entity.SCALE_X], this.getData()[Entity.SCALE_Y]); // zoom // from // point graphicContext.translate( -this.getData()[Entity.CENTER_X], -this.getData()[Entity.CENTER_Y]); // set center of rotation }