Example usage for com.badlogic.gdx.graphics.g2d SpriteBatch draw

List of usage examples for com.badlogic.gdx.graphics.g2d SpriteBatch draw

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics.g2d SpriteBatch draw.

Prototype

@Override
    public void draw(TextureRegion region, float x, float y) 

Source Link

Usage

From source file:at.juggle.games.counting.gameobjects.Balloon.java

License:Apache License

public void draw(SpriteBatch batch, float delta) {
    animationTime += delta * 10;/*from  w ww  .  ja v  a2  s .  co m*/
    batch.draw(spriteAnim[((int) (animationTime % spriteAnim.length))], getX(), getY());
}

From source file:at.therefactory.jewelthief.ui.Hud.java

License:Open Source License

public void render(SpriteBatch batch) {
    font.setColor(Color.DARK_GRAY);
    buttonShowMenu.renderCaption(batch);
    font.setColor(Color.BLACK);/*from   ww  w.  ja v  a 2 s  .  c om*/
    font.draw(batch, bundle.get(game.getCurrentJewelName()), rectangleHud.getX() + 15,
            rectangleHud.getY() + yOffsetFromHudY);
    font.draw(batch, Utils.secondsToTimeString(game.getGameDuration()), rectangleHud.getX() + 370,
            rectangleHud.getY() + yOffsetFromHudY);
    stringBuilder.append(Math.max(0, game.getPlayer().getNumMen())).append(" ")
            .append((game.getPlayer().getNumMen() == 1 ? bundle.get(MAN) : bundle.get(MEN)));
    font.draw(batch, stringBuilder, rectangleHud.getX() + 415, rectangleHud.getY() + yOffsetFromHudY);
    stringBuilder.setLength(0);
    currWidth = 0;
    indexOfFirstJewelToShow = Utils.within(game.getCurrentLevel(), 0, 13) ? 0 : (short) 13;
    for (int i = indexOfFirstJewelToShow; i <= game.getCurrentLevel(); i++) {
        if (i > indexOfFirstJewelToShow)
            currWidth += jewelsToDisplay[i - 1].getSprite().getWidth() + 5;
        batch.draw(jewelsToDisplay[i].getSprite(), rectangleHud.getX() + 95 + currWidth,
                rectangleHud.getY() + (15 - jewelsToDisplay[i].getSprite().getHeight() / 2));
    }
}

From source file:be.ac.ucl.lfsab1509.bouboule.game.anim.CountDown.java

License:Open Source License

/**
 * Return the status of the pause => true = pause.
 *//*from  ww w. ja va 2  s.com*/
public boolean draw(final SpriteBatch batch, final float delta) {
    if (!isLaunched()) { // skip frames before playing a sound
        iFirstFrames++;
        return true;
    } else if (iFirstFrames == WAIT_FRAME && RESUME_AFTER_END) { // RESUME_AFTER_END true only for the countdown
        iFirstFrames++; // stop playing something next frames
        GlobalSettings.GAME.countdownSound();
    }

    //we are not in the pause menu      
    if (delta < 1f) {
        stateTime += delta;
    }

    currentFrame = countDownAnimation.getKeyFrame(stateTime, true);
    batch.draw(currentFrame, GlobalSettings.APPWIDTH / 2 - currentFrame.getRegionWidth() / 2,
            GlobalSettings.APPHEIGHT / 2 - currentFrame.getRegionHeight() / 2);

    if (stateTime > N_FRAME * STEPTIME - 0.1f) {
        if (RESUME_AFTER_END) {
            GlobalSettings.GAME.setScreenGameResume(); // end of countdown => start the game by launching 'resuming' method
        }

        reset();
        return false;
    }
    return true;
}

From source file:be.ac.ucl.lfsab1509.bouboule.game.body.Arena.java

License:Open Source License

/**
 * draw the Arena object. (bg drawing > Disable Blending)
 * @param SpriteBatch sp to draw//w w w . j  av a  2s .  co m
 * 
 *    public void draw(final SpriteBatch sp) {
 */
@Override
public void draw(final SpriteBatch sp) {
    if (origin != null) {
        //Ensure that the body image position is set on the origin defined by 
        //the jsonFile

        Vector2 pos = positionVector.sub(origin);
        sprite.setPosition(pos.x, pos.y);
        sprite.setOrigin(origin.x, origin.y);

        sprite.draw(sp);
    } else {
        sp.draw(texture, positionVector.x, positionVector.y);
    }
}

From source file:be.ac.ucl.lfsab1509.bouboule.game.body.Bonus.java

License:Open Source License

/**
 * (non-Javadoc).// w ww . j  ava2s . c  om
 * @see be.ac.ucl.lfsab1509.bouboule.game.body.GameBody#
 * draw(com.badlogic.gdx.graphics.g2d.SpriteBatch)
 */
public void draw(final SpriteBatch sp) {
    if (bIsOpening)
        setOpeningEffect(sp);
    else if (entity.isAlive()) {
        if (origin != null)
            sprite.draw(sp);
        else
            sp.draw(texture, positionVector.x, positionVector.y);
    } else if (!bKilled)
        setEndingEffect(sp);
}

From source file:be.ac.ucl.lfsab1509.bouboule.game.body.Bouboule.java

License:Open Source License

/**
 * (non-Javadoc)./*from w w  w.  j  a v a 2s.  c  o m*/
 * @see be.ac.ucl.lfsab1509.bouboule.game.body.GameBody#
 * draw(com.badlogic.gdx.graphics.g2d.SpriteBatch)
 */
public void draw(final SpriteBatch sp) {

    if (entity.isAlive()) {

        if (origin != null) {

            //Ensure that the body image position is set on the origin defined by 
            //the jsonFile
            Vector2 pos = positionVector.cpy();

            pos = pos.sub(origin);
            sprite.setPosition(pos.x, pos.y);
            sprite.setOrigin(origin.x, origin.y);
            sprite.setRotation(body.getAngle() * MathUtils.radiansToDegrees);

            sprite.draw(sp);
        } else {
            sp.draw(texture, positionVector.x, positionVector.y);
        }
    }
}

From source file:be.ac.ucl.lfsab1509.bouboule.game.gameManager.GraphicManager.java

License:Open Source License

/**
 * Draw the Arena > Arena + scoreboard
 * @param sp : SpriteBatch to draw to//from www .ja  v  a 2  s  .  c  o m
 * 
 * draw(SpriteBatch batch)
 */
public void drawArena(final SpriteBatch batch) {

    arena.draw(batch);
    batch.draw(scoreboard, 0, 0);
}

From source file:br.cefetmg.games.modelo.Princesa.java

public void render(SpriteBatch batch) {
    batch.draw(texturaAtual, x, y);
}

From source file:ch.coldpixel.game.MapDrawing.java

public void MapRender(SpriteBatch batch) {
    arrTiles = mapmodel.getArrTiles();/*from w  w w.j a  v  a2s .com*/
    for (int i = 0; i < arrTiles.length; i++) {
        for (int j = 0; j < arrTiles[0].length; j++) {
            switch (arrTiles[i][j]) {
            case 0://Nothing
                break;
            case 1://Ground
                batch.draw(ground, i * TILESIZE, j * TILESIZE);
                break;
            case 2://GroundTop
                batch.draw(groundTop, i * TILESIZE, j * TILESIZE);
                break;
            //HOUSE1
            //Door Left Bottom
            case 3:
                batch.draw(house1Door1LeftBottom, i * TILESIZE, j * TILESIZE);
                break;
            //Door Left Mid
            case 4:
                batch.draw(house1Door1LeftMid, i * TILESIZE, j * TILESIZE);
                break;
            //Door Left Top
            case 5:
                batch.draw(house1Door1LeftTop, i * TILESIZE, j * TILESIZE);
                break;
            //Door Right Bottom
            case 6:
                batch.draw(house1Door1RightBottom, i * TILESIZE, j * TILESIZE);
                break;
            //Door Right Mid
            case 7:
                batch.draw(house1Door1RightMid, i * TILESIZE, j * TILESIZE);
                break;
            //Door Right Top
            case 8:
                batch.draw(house1Door1RightTop, i * TILESIZE, j * TILESIZE);
                break;
            //LEFT 1
            case 9:
                batch.draw(house1Left1, i * TILESIZE, j * TILESIZE);
                break;
            // LEFT 2
            case 10:
                batch.draw(house1Left2, i * TILESIZE, j * TILESIZE);
                break;
            // Left 3
            case 11:
                batch.draw(house1Left3, i * TILESIZE, j * TILESIZE);
                break;
            //Left 4
            case 12:
                batch.draw(house1Left4, i * TILESIZE, j * TILESIZE);
                break;
            //LeftTop
            case 13:
                batch.draw(house1LeftTop, i * TILESIZE, j * TILESIZE);
                break;
            //Right 1
            case 14:
                batch.draw(house1Right1, i * TILESIZE, j * TILESIZE);
                break;
            //Right 2
            case 15:
                batch.draw(house1Right2, i * TILESIZE, j * TILESIZE);
                break;
            //Right 3
            case 16:
                batch.draw(house1Right3, i * TILESIZE, j * TILESIZE);
                break;
            //Right 4
            case 17:
                batch.draw(house1Right4, i * TILESIZE, j * TILESIZE);
                break;
            //Right Top
            case 18:
                batch.draw(house1RightTop, i * TILESIZE, j * TILESIZE);
                break;
            //Smoke Stack
            case 19:
                batch.draw(house1SmokeStack, i * TILESIZE, j * TILESIZE);
                break;
            //Top1
            case 20:
                batch.draw(house1Top1, i * TILESIZE, j * TILESIZE);
                break;
            //Top2
            case 21:
                batch.draw(house1Top2, i * TILESIZE, j * TILESIZE);
                break;
            //Wall1
            case 22:
                batch.draw(house1Wall1, i * TILESIZE, j * TILESIZE);
                break;
            //Wall2
            case 23:
                batch.draw(house1Wall2, i * TILESIZE, j * TILESIZE);
                break;
            //Wall3
            case 24:
                batch.draw(house1Wall3, i * TILESIZE, j * TILESIZE);
                break;
            //Window2 Left Bottom
            case 25:
                batch.draw(house1Window2LeftBottom, i * TILESIZE, j * TILESIZE);
                break;
            //Window2 Left Top
            case 26:
                batch.draw(house1Window2LeftTop, i * TILESIZE, j * TILESIZE);
                break;
            //Window2 Right Bottom
            case 27:
                batch.draw(house1Window2RightBottom, i * TILESIZE, j * TILESIZE);
                break;
            //Window2 Right Top
            case 28:
                batch.draw(house1Window2RightTop, i * TILESIZE, j * TILESIZE);
                break;
            //Window1 Left Bottom
            case 29:
                batch.draw(house1WindowLeftBottom, i * TILESIZE, j * TILESIZE);
                break;
            //Window1 Left Top
            case 30:
                batch.draw(house1WindowLeftTop, i * TILESIZE, j * TILESIZE);
                break;
            //Window1 Right Bottom
            case 31:
                batch.draw(house1WindowRightBottom, i * TILESIZE, j * TILESIZE);
                break;
            //Window1 Right Top
            case 32:
                batch.draw(house1WindowRightTop, i * TILESIZE, j * TILESIZE);
                break;
            //Spikes1
            case 33:
                batch.draw(Spikes1, i * TILESIZE, j * TILESIZE);
                break;
            }

        }
    }
}

From source file:com.anhld.game.WorldRenderer.java

License:Apache License

private void renderWorld(SpriteBatch batch) {
    worldController.cameraHelper.applyTo(camera);
    camera.update();//from  w w w .  j  a  v  a 2s .  co m
    batch.setProjectionMatrix(camera.combined);
    batch.begin();
    if (Stores.getInstance().getObjectStores().get(Constants.BACKGROUND) != null) {
        batch.draw(Stores.getInstance().getObjectStores().get(Constants.BACKGROUND),
                -Stores.getInstance().getObjectStores().get(Constants.BACKGROUND).getRegionWidth() * 0.5f,
                -Stores.getInstance().getObjectStores().get(Constants.BACKGROUND).getRegionHeight() * 0.5f);
    }

    if (Stores.getInstance().getObjectStores().get(Constants.SHADOWN) != null) {
        Stores.getInstance().getObjectStores().get(Constants.SHADOWN)
                .setRegionWidth((int) virtualViewport.getVirtualWidth());
        batch.draw(Stores.getInstance().getObjectStores().get(Constants.SHADOWN),
                -virtualViewport.getVirtualWidth() / 2, virtualViewport.getVirtualHeight() / 2
                        - Stores.getInstance().getObjectStores().get(Constants.SHADOWN).getRegionHeight());
    }

    if (Stores.getInstance().getObjectStores().get(Constants.SCORE) != null)
        batch.draw(Stores.getInstance().getObjectStores().get(Constants.SCORE), -50,
                virtualViewport.getVirtualHeight() / 2
                        - Stores.getInstance().getObjectStores().get(Constants.SCORE).getRegionHeight() - 10);
    worldController.gameLogic.render(batch);
    batch.end();

}