List of usage examples for com.badlogic.gdx.graphics.g2d SpriteBatch enableBlending
@Override
public void enableBlending()
From source file:com.bladecoder.engine.model.Scene.java
License:Apache License
public void draw(SpriteBatch batch) { if (background != null) { batch.disableBlending();// w w w .j a v a2 s. c om batch.setProjectionMatrix(camera.calculateParallaxMatrix(1, 1)); batch.begin(); float x = 0; for (AtlasRegion tile : background) { batch.draw(tile, x, 0f); x += tile.getRegionWidth(); } batch.end(); batch.enableBlending(); } // draw layers from bottom to top for (int i = layers.size() - 1; i >= 0; i--) { SceneLayer layer = layers.get(i); batch.setProjectionMatrix(camera.calculateParallaxMatrix(layer.getParallaxMultiplier(), 1)); batch.begin(); layer.draw(batch); batch.end(); } }
From source file:com.longarmx.color.Component.java
License:Apache License
/** * //from w ww. j a v a 2 s . c o m * @param batch The current, active SpriteBatch */ public void render(SpriteBatch batch) { batch.enableBlending(); batch.draw(texture, x, y, width, height); }
From source file:com.longarmx.color.Enemy.java
License:Apache License
public void render(SpriteBatch batch) { batch.enableBlending(); batch.setColor(0, 0, 0, 1);//from ww w.j av a2s .c o m batch.draw(textureTop, x + 1, yTop, 0, 0, 50, 25, 1, 1, -rotation); batch.draw(textureBottom, x + 1, yBottom, 0, 0, 50, 25, 1, 1, rotation); batch.setColor(red, green, blue, 1); batch.draw(textureTop, x, yTop, 0, 0, 50, 25, 1, 1, -rotation); batch.draw(textureBottom, x, yBottom, 0, 0, 50, 25, 1, 1, rotation); batch.setColor(1, 1, 1, 1); }
From source file:com.longarmx.color.FontManager.java
License:Apache License
public void draw(String string, int x, int y, float scale, SpriteBatch batch) { batch.enableBlending(); batch.setColor(r, g, b, a);/*from w w w. j a va 2s. co m*/ string = string.toUpperCase(); char[] chars = string.toCharArray(); int x1 = 0; for (int i = 0; i < chars.length; i++) { batch.draw(charactersRegion[getCharI(chars[i])], x + x1 * charWidth * scale * spacing, y, scale * charWidth, scale * charHeight); x1++; } }
From source file:com.longarmx.color.Player.java
License:Apache License
/** * Where the rendering happens.//from w w w .j a v a2s. co m * @param batch The active Spritebatch. Must be drawing. */ public void render(SpriteBatch batch) { update(); batch.enableBlending(); batch.setColor(0, 0, 0, 1); batch.draw(player, x + 1, y, width, height); batch.setColor(new Color(red, green, blue, 1)); if (isShooting) { makeLightning(batch); batch.draw(lightning, x + width, y + height / 2, 0, 0, 1, 1, Main.ORIGINAL_WIDTH - x, 3, 0); } batch.draw(player, x, y, width, height); batch.setColor(1, 1, 1, 1); }
From source file:com.mob.dao.objects.Map.java
License:Open Source License
/** * Renders a map layer to it's internal FrameBuffer Object * * @param layer//www. j a v a 2 s .com * @return void */ public void renderLayerToBuffer(int layer) { int width = (int) (Map.MAX_MAP_SIZE_WIDTH * Map.TILE_PIXEL_WIDTH); int height = (int) (Map.MAX_MAP_SIZE_HEIGHT * Map.TILE_PIXEL_HEIGHT); OrthographicCamera camera = new OrthographicCamera(width, height); camera.setToOrtho(true, width, height); FrameBuffer fbo = new FrameBuffer(Pixmap.Format.RGBA8888, width, height, false); SpriteBatch sb = new SpriteBatch(); sb.setProjectionMatrix(camera.combined); fbo.begin(); sb.enableBlending(); Gdx.gl.glBlendFuncSeparate(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA, GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA); Gdx.gl.glViewport(0, 0, width, height); Gdx.gl.glClearColor(0, 0, 0, 0); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); sb.begin(); this.renderLayer(sb, layer); sb.end(); fbo.end(); this.bufferedLayer = fbo.getColorBufferTexture(); }
From source file:org.bladecoder.bladeengine.model.Scene.java
License:Apache License
public void draw(SpriteBatch spriteBatch) { if (background != null) { spriteBatch.disableBlending();/*from w ww .ja va2s . c om*/ float x = 0; for (Texture tile : background) { spriteBatch.draw(tile, x, 0f); x += tile.getWidth(); } spriteBatch.enableBlending(); } for (Actor a : orderedActors) { if (a instanceof SpriteActor) ((SpriteActor) a).draw(spriteBatch); } for (SpriteActor a : fgActors) { a.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 (Texture tile : lightMap) { spriteBatch.draw(tile, x, 0f); x += tile.getWidth(); } spriteBatch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); } if (overlay != null) { overlay.draw(spriteBatch); } if (EngineLogger.debugMode() && EngineLogger.getDebugLevel() == EngineLogger.DEBUG1) { StringBuilder sb = new StringBuilder(); for (Actor a : orderedActors) { Rectangle r = a.getBBox().getBoundingRectangle(); sb.setLength(0); sb.append(a.getId()); if (a.getState() != null) sb.append(".").append(a.getState()); // sb.append(" (").append((int) r.getX()).append(", "); // sb.append((int) r.getY()).append(", ").append((int) // r.getWidth()); // sb.append(", ").append((int) r.getHeight()).append(") "); EngineLogger.getDebugFont().draw(spriteBatch, sb.toString(), r.getX(), r.getY()); } } }
From source file:org.matheusdev.ror.screens.ScreenGameMap.java
License:Open Source License
@Override public void draw(SpriteBatch batch) { if (bloom != Config.get().bloom) { processor = rebuildProcessor();//from w w w .j a v a2 s. c om } processor.capture(); cam.loadToBatch(batch); map.renderBelowEntities(cam.getCam()); batch.enableBlending(); batch.begin(); client.draw(batch, map.getFringeLayer(), Gdx.graphics.getDeltaTime()); batch.end(); map.renderAboveEntities(cam.getCam()); processor.render(); if (debugDraw) debugRenderer.render(client.getPhysics().getWorld(), cam.getCam().combined); drawHUD(batch); }