List of usage examples for com.badlogic.gdx Gdx gl
GL20 gl
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From source file:com.gdx.game.screens.PlayScreen.java
@Override public void render(float delta) { this.update(delta); // Clear the game screen Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); //render game map renderer.render();//from w w w. ja va 2s. c o m this.box2DDebugRenderer.render(this.world, this.gameCam.combined); game.getBatch().setProjectionMatrix(gameCam.combined); game.getBatch().begin(); player.draw(game.getBatch()); game.getBatch().end(); game.getBatch().setProjectionMatrix(hud.stage.getCamera().combined); hud.stage.draw(); }
From source file:com.github.badoualy.badoualyve.ui.screen.FixedFpsScreen.java
License:Open Source License
@Override public void render(float delta) { Gdx.gl.glClearColor(1f, 1f, 1f, 1f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // Max frame time if (delta > 0.25f) delta = 0.25f;/*from w ww .j a v a 2 s . c o m*/ accumulator += delta; // We update simulation as much as needed while (accumulator >= fps) { stage.act(); // Update accumulator -= fps; } // We still draw once stage.draw(); // Draw }
From source file:com.github.badoualy.badoualyve.ui.stage.IntroStage.java
License:Open Source License
@Override public void draw() { Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); shapeRenderer.begin(ShapeRenderer.ShapeType.Filled); shapeRenderer.rect(0, 0, WIDTH, HEIGHT); shapeRenderer.end();/*from w ww .j ava2 s. c om*/ super.draw(); }
From source file:com.github.fauu.helix.system.ScreenFadingSystem.java
License:Open Source License
@Override protected void processSystem() { if (fadeLevel >= fadeDuration) { fadeLevel = fadeDuration;//from ww w. j ava 2 s .c o m } else if (fadeLevel <= 0) { fadeLevel = 0; } Gdx.gl.glEnable(GL20.GL_BLEND); Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); shapeRenderer.begin(ShapeRenderer.ShapeType.Filled); shapeRenderer.setColor(0, 0, 0, fadeLevel / fadeDuration); shapeRenderer.rect(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); shapeRenderer.end(); Gdx.gl.glDisable(GL20.GL_BLEND); switch (fadeType) { case FADE_OUT: fadeLevel += Gdx.graphics.getDeltaTime(); break; case FADE_IN: fadeLevel -= Gdx.graphics.getDeltaTime(); break; default: throw new IllegalStateException(); } }
From source file:com.github.mkjensen.breakall.Breakall.java
License:Apache License
@Override public void render() { Gdx.gl.glClearColor(0f, 0f, 0f, 0f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); stage.act(Gdx.graphics.getDeltaTime()); stage.draw();/*from w ww. ja v a 2 s. c o m*/ debugRenderer.draw(); world.step(); }
From source file:com.github.skittishSloth.openSkies.battles.BattleScreen.java
@Override public void render(final float delta) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); if (Gdx.input.isKeyPressed(Input.Keys.SHIFT_LEFT)) { if (Gdx.input.isKeyPressed(Input.Keys.LEFT)) { player.setBankState(BankState.LEFT); player.bankLeft(delta);/*from ww w . j a v a 2 s .com*/ } else if (Gdx.input.isKeyPressed(Input.Keys.RIGHT)) { player.setBankState(BankState.RIGHT); player.bankRight(delta); } else { player.setBankState(BankState.NONE); } } else { player.setBankState(BankState.NONE); if (Gdx.input.isKeyPressed(Input.Keys.LEFT)) { player.rotateLeft(delta); } else if (Gdx.input.isKeyPressed(Input.Keys.RIGHT)) { player.rotateRight(delta); } } if (Gdx.input.isKeyPressed(Input.Keys.UP)) { player.moveForward(delta); } else if (Gdx.input.isKeyPressed(Input.Keys.DOWN)) { player.moveBackward(delta); } if (Gdx.input.isKeyPressed(Input.Keys.SPACE)) { if (player.canFire()) { final Laser laser = player.fireLaser(); lasers.add(laser); } } camera.update(); batch.setProjectionMatrix(camera.combined); batch.begin(); updateLasers(delta); player.render(batch, delta); batch.end(); }
From source file:com.github.skittishSloth.openSkies.maps.PlanetScreen.java
@Override public void render(final float delta) { Gdx.gl.glClearColor(1, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); if (Gdx.input.isKeyJustPressed(Input.Keys.LEFT)) { currentTextureIdx--;// ww w. jav a2 s . c o m } else if (Gdx.input.isKeyJustPressed(Input.Keys.RIGHT)) { currentTextureIdx++; } if (currentTextureIdx < 0) { currentTextureIdx += numTextures; } else if (currentTextureIdx >= numTextures) { currentTextureIdx -= numTextures; } final Texture currentTexture = textures.get(currentTextureIdx); batch.begin(); batch.draw(currentTexture, 0, 0); batch.end(); }
From source file:com.github.skittishSloth.openSkies.maps.VoronoiTestScreen.java
@Override public void render(final float delta) { Gdx.gl.glClearColor(1, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin();// ww w . j a v a 2 s . c o m batch.draw(mapTexture, 0, 0); batch.end(); }
From source file:com.github.squidpony.SquidBasicDemo.java
@Override public void render() { // standard clear the background routine for libGDX Gdx.gl.glClearColor(bgColor.r / 255.0f, bgColor.g / 255.0f, bgColor.b / 255.0f, 1.0f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // need to display the map every frame, since we clear the screen to avoid artifacts. putMap();/*from w w w . j av a 2 s .c o m*/ // if the user clicked, we have a list of moves to perform. if (!awaitedMoves.isEmpty()) { // this doesn't check for input, but instead processes and removes Coords from awaitedMoves. secondsWithoutMoves += Gdx.graphics.getDeltaTime(); if (secondsWithoutMoves >= 0.1) { secondsWithoutMoves = 0; Coord m = awaitedMoves.remove(0); toCursor.remove(0); move(m.x - player.x, m.y - player.y); } // this only happens if we just removed the last Coord from awaitedMoves, and it's only then that we need to // re-calculate the distances from all cells to the player. We don't need to calculate this information on // each part of a many-cell move (just the end), nor do we need to calculate it whenever the mouse moves. if (awaitedMoves.isEmpty()) { // the next two lines remove any lingering data needed for earlier paths playerToCursor.clearGoals(); playerToCursor.resetMap(); // the next line marks the player as a "goal" cell, which seems counter-intuitive, but it works because all // cells will try to find the distance between themselves and the nearest goal, and once this is found, the // distances don't change as long as the goals don't change. Since the mouse will move and new paths will be // found, but the player doesn't move until a cell is clicked, the "goal" is the non-changing cell, so the // player's position, and the "target" of a pathfinding method like DijkstraMap.findPathPreScanned() is the // currently-moused-over cell, which we only need to set where the mouse is being handled. playerToCursor.setGoal(player); playerToCursor.scan(null); } } // if we are waiting for the player's input and get input, process it. else if (input.hasNext()) { input.next(); } // stage has its own batch and must be explicitly told to draw(). stage.draw(); // certain classes that use scene2d.ui widgets need to be told to act() to process input. stage.act(); }
From source file:com.github.ykrasik.jaci.cli.libgdx.LibGdxCliExample.java
License:Apache License
@Override public void render() { Gdx.gl.glClearColor(0f, 0f, 0f, 1f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); stage.act(); stage.draw(); }