@Override public void draw(SpriteBatch batch, float parentAlpha) { // First draw bg if (textureBackground != null && isBackgroundTextureActive) { batch.draw(textureBackground, getX(), getY(), getWidth(), getHeight()); } // Then draw child actors over bg super.draw(batch, parentAlpha); }
@Override public void draw(SpriteBatch batch, float parentAlpha) { super.draw(batch, parentAlpha); batch.setColor(Colors.ICS_BLUE_SEMI_TRANSPARENT); batch.draw(whiteSwatch, getX(), getY() - LINE_WIDTH, getWidth(), LINE_WIDTH); batch.draw( whiteSwatch, getX() + getWidth(), getY() - LINE_WIDTH, LINE_WIDTH, getHeight() + LINE_WIDTH * 2); }
@Override public void render(float delta) { camera.update(); game.batch.setProjectionMatrix(camera.combined); if (!launchSoundPlayed) { launchSound.play(); launchSoundPlayed = true; } // quit game if back pressed on main menu if (Gdx.input.isKeyPressed(Input.Keys.BACK)) { Gdx.app.exit(); } // don't show sign in button if signed in if (resolver.signedIn() && signInButton != null) { signInButton.setVisible(false); } if (!resolver.signedIn() && signInButton != null) { signInButton.setVisible(true); } Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); backGround.update(); game.batch.begin(); backGround.draw(game.batch); game.batch.draw(title, 0, GameConstants.GAME_HEIGHT - title.getHeight()); table.draw(game.batch, 1); game.batch.end(); stage.act(Math.min(Gdx.graphics.getDeltaTime(), 1 / 30f)); stage.draw(); }
@Override public void draw(SpriteBatch batch, float parentAlpha) { batch.setColor(Color.WHITE); super.draw(batch, parentAlpha); }
/** * Metodo Draw contiene el SpriteBatch para dibujar. * * @param batch * @param parentAlpha */ public void draw(SpriteBatch batch, float parentAlpha) { batch.setColor(Color.BLACK); super.draw(batch, parentAlpha); }