@Override public void render(float delta) { if (this.handleInput(delta)) { myGame.setScreen(BaseGame.screens.get("main")); return; } // Make a black background if (Settings.getRetro()) { GL10 g1 = Gdx.graphics.getGL10(); Gdx.gl.glClearColor(0, 0, 0, 1); g1.glClear(GL20.GL_COLOR_BUFFER_BIT); } else { GL10 g1 = Gdx.graphics.getGL10(); Gdx.gl.glClearColor(.19f, .19f, .19f, 1f); g1.glClear(GL20.GL_COLOR_BUFFER_BIT); } float dpi = Gdx.graphics.getDensity() * 160f; float inchHeight = ((float) Gdx.graphics.getHeight()) / dpi; spriteBatch.begin(); font.setScale(2 * dpi * (inchHeight / 22f) / 72f); font.draw(spriteBatch, "High Scores", xx * .40f, yy * .98f); font.setScale(dpi * (inchHeight / 22f) / 72f); for (int i = 0; i < 10; i++) { font.draw(spriteBatch, scores[i][0], xx * .05f, yy * (.85f - i * .08f)); font.draw(spriteBatch, scores[i][1], xx * .20f, yy * (.85f - i * .08f)); font.draw(spriteBatch, scores[i][2], xx * .70f, yy * (.85f - i * .08f)); } spriteBatch.end(); }
@Override public void render() { GL10 gl = Gdx.graphics.getGL10(); gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); gl.glClearColor(0.7f, 0.7f, 0.7f, 1); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glRotatef(angle, 0, 0, 1); angle += angleIncrement; gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); vertices.position(0); gl.glColorPointer(4, GL10.GL_FLOAT, BYTES_PER_VERTEX, vertices); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glClientActiveTexture(GL10.GL_TEXTURE0); gl.glActiveTexture(GL10.GL_TEXTURE0); tex.bind(); vertices.position(4); gl.glTexCoordPointer(2, GL10.GL_FLOAT, BYTES_PER_VERTEX, vertices); gl.glClientActiveTexture(GL10.GL_TEXTURE1); gl.glActiveTexture(GL10.GL_TEXTURE1); tex2.bind(); vertices.position(6); gl.glTexCoordPointer(2, GL10.GL_FLOAT, BYTES_PER_VERTEX, vertices); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); vertices.position(8); gl.glVertexPointer(3, GL10.GL_FLOAT, BYTES_PER_VERTEX, vertices); gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3); }
@Override public void render() { GL10 gl = Gdx.app.getGraphics().getGL10(); gl.glClearColor(r, g, b, 1); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); }
@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(); }
@Override public void render() { gl.glClear(GL10.GL_COLOR_BUFFER_BIT); spriteBatch.setProjectionMatrix(worldCamera.projection); spriteBatch.setTransformMatrix(worldCamera.view); spriteBatch.begin(); farmSprite.draw(spriteBatch); spriteBatch.end(); shapeRenderer.setProjectionMatrix(worldCamera.projection); shapeRenderer.setTransformMatrix(worldCamera.view); shapeRenderer.setColor(1f, 1f, 1f, 1f); shapeRenderer.begin(ShapeType.Line); for (int i = 0; i < convexHull2d.getPointsCount(); i++) { float x0 = convexHull2d.getX(i); float y0 = convexHull2d.getY(i); if (i + 1 == convexHull2d.getPointsCount()) { float x1 = convexHull2d.getX(0); float y1 = convexHull2d.getY(0); shapeRenderer.line(x0, y0, x1, y1); break; } float x1 = convexHull2d.getX(i + 1); float y1 = convexHull2d.getY(i + 1); shapeRenderer.line(x0, y0, x1, y1); } shapeRenderer.end(); shapeRenderer.setColor(0f, 1f, 1f, 1f); shapeRenderer.begin(ShapeType.Line); for (int i = 0; i < smallConvexHull2d.getPointsCount(); i++) { float x0 = smallConvexHull2d.getX(i); float y0 = smallConvexHull2d.getY(i); if (i + 1 == smallConvexHull2d.getPointsCount()) { float x1 = smallConvexHull2d.getX(0); float y1 = smallConvexHull2d.getY(0); shapeRenderer.line(x0, y0, x1, y1); break; } float x1 = smallConvexHull2d.getX(i + 1); float y1 = smallConvexHull2d.getY(i + 1); shapeRenderer.line(x0, y0, x1, y1); } shapeRenderer.end(); shapeRenderer.setColor(1f, 0f, 0f, 1f); shapeRenderer.begin(ShapeType.FilledCircle); for (int i = 0; i < convexHull2d.getPointsCount(); i++) { float x = convexHull2d.getX(i); float y = convexHull2d.getY(i); shapeRenderer.filledCircle(x, y, 1f, 5); } shapeRenderer.end(); }
@Override public void render(float delta) { GL10 gl = Gdx.graphics.getGL10(); // Update model gameLogic.update((int) (delta * 1000.0f)); // clear previous frame gl.glClear(GL10.GL_COLOR_BUFFER_BIT); stage.act(delta); stage.draw(); }
@Override public void render() { GL10 gl = Gdx.gl10; gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glDepthFunc(GL10.GL_LEQUAL); gl.glEnable(GL10.GL_COLOR_MATERIAL); gl.glEnable(GL10.GL_LIGHTING); gl.glEnable(GL10.GL_LIGHT0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, lightAmbient, 0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPosition, 0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightDiffuse, 0); camera.apply(Gdx.gl10); world.update(); }
/** Dibuja en pantalla, lo que se cargo previamente en el metodo cargar, de esta clase. */ public void Render() { GL10 gl = Gdx.gl10; gl.glClear(GL10.GL_COLOR_BUFFER_BIT); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); for (int i = 0; i < LAYERS; i++) { SpriteCache cache = caches[i]; cache.setProjectionMatrix(cam.combined); cache.begin(); for (int j = 0; j < TILES_PER_LAYER; j += BLOCK_TILES) { cache.draw(layers[i], j, BLOCK_TILES); } cache.end(); } if (System.nanoTime() - startTime >= 1000000000) { // Gdx.app.log("TileTest", "fps: " + Gdx.graphics.getFramesPerSecond()); startTime = System.nanoTime(); } }
private void renderInsideStation(Application app) { GL10 gl = app.getGraphics().getGL10(); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glViewport(0, 0, app.getGraphics().getWidth(), app.getGraphics().getHeight()); gl.glEnable(GL10.GL_BLEND); gl.glDisable(GL10.GL_DITHER); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glEnable(GL10.GL_CULL_FACE); setStaticProjectionAndCamera(app.getGraphics(), app, gl); setLighting(gl); gl.glEnable(GL10.GL_TEXTURE_2D); renderSky(gl); renderPlanet(gl, "sun", true, 1737f, Splash.planetmove - 150, 0, -2500, app); renderSky(gl); gl.glDisable(GL10.GL_DITHER); gl.glDisable(GL10.GL_CULL_FACE); // do alpha models after this renderStaticShip(gl, app); renderSun(gl, 70000f, -1600, 0, -4500, app); gl.glDisable(GL10.GL_TEXTURE_2D); renderHud(gl); }
public void render() { spriteBatch .getProjectionMatrix() .setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); float delta = Gdx.graphics.getDeltaTime(); GL10 gl = Gdx.graphics.getGL10(); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); spriteBatch.begin(); effect.draw(spriteBatch, delta); spriteBatch.end(); fpsCounter += delta; if (fpsCounter > 3) { fpsCounter = 0; int activeCount = emitters.get(emitterIndex).getActiveCount(); System.out.println( activeCount + "/" + particleCount + " particles, FPS: " + Gdx.graphics.getFramesPerSecond()); } }
@Override public void render() { GL10 gl = Gdx.graphics.getGL10(); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); }
@Override public void render(float delta, GL10 gl) { gl.glClearColor(1, 0, 0, 1); gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); }