示例#1
0
  public void render(float delta) {
    Gdx.gl.glClearColor(0.9f, 0.9f, 0.9f, 1);
    Gdx.gl.glClear(Gdx.gl.GL_COLOR_BUFFER_BIT);

    float font = text.getBounds(message).width;

    batch.begin();
    {
      text.draw(batch, message, (width / 2F) - (font / 2F), height - text.getCapHeight());
      replay.render(batch);
      menu.render(batch);
    }
    batch.end();
  }
示例#2
0
  public void render(float delta) {
    gameTicks++;

    long seconds = (long) ((gameTicks / 60D) * 10L);

    Gdx.gl.glClearColor(0.1f, 0.1f, 0.1f, 1);
    Gdx.gl.glClear(Gdx.gl.GL_COLOR_BUFFER_BIT);

    controller.update(delta);
    updateEntities(delta);
    renderer.render();

    button.begin(ShapeRenderer.ShapeType.Filled);
    {
      if (Gdx.app.getType().equals(Application.ApplicationType.Android)) {
        Gdx.gl.glEnable(Gdx.gl20.GL_BLEND);
        Gdx.gl.glBlendFunc(Gdx.gl20.GL_SRC_ALPHA, Gdx.gl20.GL_ONE_MINUS_SRC_ALPHA);

        button.setColor(0.0F, 0.5F, 0.5F, 0.5F);
        button.rect(left.x, left.y, left.width, left.height);
        button.rect(right.x, right.y, right.width, right.height);

        button.setColor(1.0F, 1.0F, 1.0F, 0.5F);
        button.rect(jump.x, jump.y, jump.width, jump.height);
      }

      world.getJaxon().inventory.renderGUI(button, width, height, buttonSize * 0.75F);
    }
    button.end();

    batch.begin();
    {
      if (Gdx.app.getType().equals(Application.ApplicationType.Android)) {
        batch.draw(controlLeft, left.x, left.y, left.width, left.height);
        batch.draw(controlRight, right.x, right.y, right.width, right.height);
        batch.draw(controlUp, jump.x, jump.y, jump.width, jump.height);
      }

      world.getJaxon().inventory.renderItems(batch, width, height, buttonSize * 0.75F);
      font.draw(
          batch,
          "Time: " + (seconds / 10D) + " ticks, FPS: " + Gdx.graphics.getFramesPerSecond(),
          0,
          height - 10);
    }
    batch.end();
  }
示例#3
0
文件: Bdx.java 项目: colepram/bdx
 public static void dispose() {
   modelBatch.dispose();
   spriteBatch.dispose();
   frameBuffer.dispose();
   tempBuffer.dispose();
   shaderProvider.dispose();
   for (ShaderProgram s : Bdx.matShaders.values()) {
     s.dispose();
   }
 }
示例#4
0
文件: Bdx.java 项目: colepram/bdx
  public static void resize(int width, int height) {
    spriteBatch.getProjectionMatrix().setToOrtho2D(0, 0, width, height);

    if (frameBuffer != null) frameBuffer.dispose();
    if (tempBuffer != null) tempBuffer.dispose();

    frameBuffer =
        new RenderBuffer(
            spriteBatch); // Have to recreate all render buffers and adjust the projection matrix as
                          // the window size has changed
    tempBuffer = new RenderBuffer(spriteBatch);
    for (Scene scene : scenes) {

      if (scene.lastFrameBuffer != null) scene.lastFrameBuffer.dispose();

      scene.lastFrameBuffer = new RenderBuffer(null);
    }
  }
示例#5
0
文件: Bdx.java 项目: colepram/bdx
  public static void init() {
    time = 0;
    profiler = new Profiler();
    display = new Display();
    scenes = new ArrayListScenes();
    sounds = new Sounds();
    music = new Music();
    mouse = new Mouse();
    gamepads = new ArrayListNamed<Gamepad>();

    for (int i = 0; i < Controllers.getControllers().size; i++) {
      gamepads.add(new Gamepad(i));
    }

    imaps = new InputMaps();
    keyboard = new Keyboard();
    fingers = new ArrayList<Finger>();
    components = new ArrayList<Component>();
    matShaders = new HashMap<String, ShaderProgram>();

    allocatedFingers = new ArrayList<Finger>();
    for (int i = 0; i < 10; ++i) {
      allocatedFingers.add(new Finger(i));
    }

    Gdx.input.setInputProcessor(new GdxProcessor(keyboard, mouse, allocatedFingers, gamepads));

    com.badlogic.gdx.graphics.glutils.ShaderProgram.pedantic = false;

    shaderProvider = new BDXShaderProvider();
    modelBatch = new ModelBatch(shaderProvider);
    spriteBatch = new SpriteBatch();
    spriteBatch.setBlendFunction(Gdx.gl.GL_SRC_ALPHA, Gdx.gl.GL_ONE_MINUS_SRC_ALPHA);
    frameBuffer = new RenderBuffer(spriteBatch);
    tempBuffer = new RenderBuffer(spriteBatch);
    advancedLightingOn = true;
  }