@Override public void render() { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); manager.update(); manager.render(batch); }
@Override public void create() { batch = new SpriteBatch(); res = new Resources(); r = new Random(); ShaderProgram.pedantic = false; res.addShader( new ShaderProgram( Gdx.files.internal("shaders/vertex.glsl").readString(), Gdx.files.internal("shaders/fragment.glsl").readString()), "ambient"); res.addShader( new ShaderProgram( Gdx.files.internal("shaders/vertex.glsl").readString(), Gdx.files.internal("shaders/fragment.glsl").readString()), "blur"); res.addTexture(new Texture(Gdx.files.internal("textures/light2.png")), "light"); res.addTexture(new Texture(Gdx.files.internal("textures/background.png")), "background"); textureAtlas = new TextureAtlas(Gdx.files.internal("pack/gamepack.pack")); manager = new StateManager(); manager.pushState(new PlayState(manager)); initShaderProgramVariables(); }