@Override public void update(float deltaTime) { Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); int width = Gdx.graphics.getWidth(); int height = Gdx.graphics.getHeight(); viewport.update(width, height); renderMap(); batch.begin(); renderWorldEntities(); batch.end(); renderParticles(); uiViewport.update(width, height); uiCamera.position.set( uiViewport.getWorldWidth() * 0.5f, uiViewport.getWorldHeight() * 0.5f, 0.0f); Env.game.getStage().draw(); viewport.update(width, height); debugDrawWorld(); uiViewport.update(width, height); debugDrawUI(); if (previousWidth != width || previousHeight != height) { Env.game.resize(width, height); previousWidth = width; previousHeight = height; } }
public GameStateManager(States s) { sb = new SpriteBatch(); sr = new ShapeRenderer(); setState(s, true); left = new Rectangle(); right = new Rectangle(); shoot = new Ellipse(); jump = new Ellipse(); start = new Rectangle(); leftSt = new Rectangle(); rightSt = new Rectangle(); shootSt = new Ellipse(); jumpSt = new Ellipse(); startSt = new Rectangle(); lefts = new boolean[MyConstants.NUM_TOUCHES]; rights = new boolean[MyConstants.NUM_TOUCHES]; shoots = new boolean[MyConstants.NUM_TOUCHES]; jumps = new boolean[MyConstants.NUM_TOUCHES]; starts = new boolean[MyConstants.NUM_TOUCHES]; cam = new MyCamera(); view = new StretchViewport(MyConstants.WOLRD_WIDTH, MyConstants.WORLD_HEIGHT, cam); view.apply(true); view.update((int) Game.SIZE.x, (int) Game.SIZE.y, true); }
@Override // this does not do anything public void resize(int nWidth, int nHeight) { dAspect = nWidth / nHeight; nViewH = (int) (nViewW / dAspect); viewport.update(nViewW, nViewH); camera.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2, 0); }
@Override public void resize(int width, int height) { // Whenever a resize event occurs, the viewport needs to be informed // about it and updated. This will automatically recalculate the // viewport parameters and update the camera (centered to the screen) Gdx.app.log(TAG, "Resizing to " + width + "x" + height); viewport.update(width, height, true); }
/** * Creates a stage with the specified viewport and batch. This can be used to avoid creating a new * batch (which can be somewhat slow) if multiple stages are used during an application's life * time. * * @param batch Will not be disposed if {@link #dispose()} is called, handle disposal yourself. */ public Stage(Viewport viewport, Batch batch) { if (viewport == null) throw new IllegalArgumentException("viewport cannot be null."); if (batch == null) throw new IllegalArgumentException("batch cannot be null."); this.viewport = viewport; this.batch = batch; root = new Group(); root.setStage(this); viewport.update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true); }
@Override public void resize(int width, int height) { gamePort.update(width, height); }
@Override public void resize(int width, int height) { viewport.update(width, height); stage.getViewport().update(width, height, true); stageCharacters.getViewport().update(width, height, true); }
@Override public void resize(final int width, final int height) { viewport.update(width, height); }
@Override public void resize(int width, int height) { vista.update(width, height); }
@Override public void resize(int width, int height) { viewport.update(width, height); camera.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2, 0); }
public void resize(int width, int height) { gs.resize(width, height); view.update(width, height, true); }
@Override public void resize(int width, int height) { viewport.update(width, height, false); }