@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(float delta) { if (btnGanaste.meTocaste()) AtsUtil.game.setScreen(AtsScreens.screenMain); AtsUtil.limpiarP(); batch.disableBlending(); batch.begin(); btnGanaste.dibujar(batch); batch.end(); }
@Override public void resize(int width, int height) { // TODO Auto-generated method stub camara2d.setToOrtho(false, Mundo.TAMANO_MUNDO_ANCHO, Mundo.TAMANO_MUNDO_ALTO); camara2d.update(); spritebatch.setProjectionMatrix(camara2d.combined); spritebatch.disableBlending(); }
public void render(SpriteBatch spriteBatch, ShapeRenderer shapeRenderer) { this.cullingSystem.cull(Jemge.renderer2D.CAMERAVIEW); renderMode = Renderer2D.RenderMode.INACTIVE; ArrayList<IRendererObject> transparentObjects = new ArrayList<IRendererObject>(); spriteBatch.disableBlending(); renderMode = Renderer2D.RenderMode.DISABLED; for (IEntity entity : this.cullingSystem.getFinalRenderList()) { if (entity instanceof IShape) { ((IShape) entity).renderShape(shapeRenderer); continue; } if (!(entity instanceof IRendererObject)) { continue; } if (((IRendererObject) entity).hasTransparent()) { transparentObjects.add((IRendererObject) entity); continue; // <- Continue if the object is translucent. } ((IRendererObject) entity).render(spriteBatch); if (entity instanceof Actor) { ((Actor) entity).draw(spriteBatch, 1.0f); } } for (Object object : this.RENDEREROBJECTS) { if (object instanceof IShape) { ((IShape) object).renderShape(shapeRenderer); continue; } if (!(object instanceof IRendererObject)) { continue; } if (((IRendererObject) object).hasTransparent()) { transparentObjects.add((IRendererObject) object); continue; } ((IRendererObject) object).render(spriteBatch); } // Now do the alpha pass: for (IRendererObject object : transparentObjects) { object.render(spriteBatch); if (object instanceof Actor) ((Actor) object).draw(spriteBatch, 1.0f); } this.cullingSystem.postRender(); }
public void renderBackground() { batch.disableBlending(); batch.begin(); // batch.draw(Assets.backgroundRegion, cam.position.x - FRUSTUM_WIDTH / 2, cam.position.y // - FRUSTUM_HEIGHT / 2, FRUSTUM_WIDTH, // FRUSTUM_HEIGHT); batch.draw( Assets.backgroundRegion, cam.position.x - this.world.WORLD_WIDTH / 2, cam.position.y - this.world.WORLD_HEIGHT / 2, this.world.WORLD_WIDTH, this.world.WORLD_HEIGHT); batch.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); }
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(); }
@Override public void draw(float delta) { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); viewMatrix.setToOrtho2D(0, 0, 480, 320); spriteBatch.setProjectionMatrix(viewMatrix); spriteBatch.setTransformMatrix(transformMatrix); spriteBatch.begin(); spriteBatch.disableBlending(); spriteBatch.setColor(Color.WHITE); spriteBatch.draw(background, 0, 0, 480, 320, 0, 0, 512, 512, false, false); spriteBatch.enableBlending(); spriteBatch.draw(logo, 0, 320 - 128, 480, 128, 0, 256, 512, 256, false, false); String text = "It is the end my friend.\nTouch to continue!"; TextBounds bounds = font.getMultiLineBounds(text); spriteBatch.setBlendFunction(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA); font.drawMultiLine(spriteBatch, text, 0, 160 + bounds.height / 2, 480, HAlignment.CENTER); spriteBatch.end(); }
public void draw(SpriteBatch spriteBatch) { if (background != null) { spriteBatch.disableBlending(); float x = 0; for (AtlasRegion tile : background) { spriteBatch.draw(tile, x, 0f); x += tile.getRegionWidth(); } spriteBatch.enableBlending(); } // draw layers from bottom to top for (int i = layers.size() - 1; i >= 0; i--) { SceneLayer layer = layers.get(i); layer.draw(spriteBatch); } // Draw the light map if (lightMap != null) { // Multiplicative blending for light maps spriteBatch.setBlendFunction(GL20.GL_DST_COLOR, GL20.GL_ZERO); float x = 0; for (AtlasRegion tile : lightMap) { spriteBatch.draw(tile, x, 0f); x += tile.getRegionWidth(); } spriteBatch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); } }