@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); } }
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) { 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); }
/** * Finishes off rendering. Enables depth writes, disables blending and texturing. Must always be * called after a call to {@link #begin()} */ public void end() { if (!drawing) throw new IllegalStateException("SpriteBatch.begin must be called before end."); if (idx > 0) renderMesh(); lastTexture = null; idx = 0; drawing = false; GLCommon gl = Gdx.gl; gl.glDepthMask(true); if (isBlendingEnabled()) gl.glDisable(GL10.GL_BLEND); if (Gdx.graphics.isGL20Available()) { if (customShader != null) customShader.end(); else shader.end(); } else { gl.glDisable(GL10.GL_TEXTURE_2D); } }
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(); }
public void render() { tweenManager.update(Gdx.graphics.getDeltaTime()); if (gdx.getRotation() > 360 * 15 - 20) gdx.setRegion(gdxTex); GLCommon gl = Gdx.gl; gl.glClearColor(0, 0, 0, 1); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); batch.setProjectionMatrix(camera.combined); batch.begin(); strip.draw(batch); universal.draw(batch); tween.draw(batch); engine.draw(batch); logo.draw(batch); powered.draw(batch); gdx.draw(batch); if (veil.getColor().a > 0.1f) veil.draw(batch); batch.end(); }
private void logConfig(EGLConfig config) { EGL10 egl = (EGL10) EGLContext.getEGL(); EGLDisplay display = egl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY); int r = getAttrib(egl, display, config, EGL10.EGL_RED_SIZE, 0); int g = getAttrib(egl, display, config, EGL10.EGL_GREEN_SIZE, 0); int b = getAttrib(egl, display, config, EGL10.EGL_BLUE_SIZE, 0); int a = getAttrib(egl, display, config, EGL10.EGL_ALPHA_SIZE, 0); int d = getAttrib(egl, display, config, EGL10.EGL_DEPTH_SIZE, 0); int s = getAttrib(egl, display, config, EGL10.EGL_STENCIL_SIZE, 0); int samples = Math.max( getAttrib(egl, display, config, EGL10.EGL_SAMPLES, 0), getAttrib(egl, display, config, GdxEglConfigChooser.EGL_COVERAGE_SAMPLES_NV, 0)); boolean coverageSample = getAttrib(egl, display, config, GdxEglConfigChooser.EGL_COVERAGE_SAMPLES_NV, 0) != 0; // print configuration just one time (on some devices gl context is recreated every time when // device is locked / unlocked - every time when screen turns on and off) if (!configLogged) { if (gl != null) { Gdx.app.log("AndroidGraphics", "OGL renderer: " + gl.glGetString(GL10.GL_RENDERER)); Gdx.app.log("AndroidGraphics", "OGL vendor: " + gl.glGetString(GL10.GL_VENDOR)); Gdx.app.log("AndroidGraphics", "OGL version: " + gl.glGetString(GL10.GL_VERSION)); Gdx.app.log("AndroidGraphics", "OGL extensions: " + gl.glGetString(GL10.GL_EXTENSIONS)); configLogged = true; } Gdx.app.log("AndroidGraphics", "framebuffer: (" + r + ", " + g + ", " + b + ", " + a + ")"); Gdx.app.log("AndroidGraphics", "depthbuffer: (" + d + ")"); Gdx.app.log("AndroidGraphics", "stencilbuffer: (" + s + ")"); Gdx.app.log("AndroidGraphics", "samples: (" + samples + ")"); Gdx.app.log("AndroidGraphics", "coverage sampling: (" + coverageSample + ")"); } bufferFormat = new BufferFormat(r, g, b, a, d, s, samples, coverageSample); }
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(); }