Example usage for com.badlogic.gdx.graphics GL20 GL_COLOR_BUFFER_BIT

List of usage examples for com.badlogic.gdx.graphics GL20 GL_COLOR_BUFFER_BIT

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics GL20 GL_COLOR_BUFFER_BIT.

Prototype

int GL_COLOR_BUFFER_BIT

To view the source code for com.badlogic.gdx.graphics GL20 GL_COLOR_BUFFER_BIT.

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Usage

From source file:MyGdxGame.java

License:Apache License

@Override
public void render() {
    // clear the screen
    Gdx.gl.glClearColor(0.7f, 0.7f, 1.0f, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    // get the delta time
    float deltaTime = Gdx.graphics.getDeltaTime();

    // update the koala (process input, collision detection, position update)
    updateKoala(deltaTime);/*from w  w  w  .j ava  2 s. c  o  m*/

    // let the camera follow the koala, x-axis only
    camera.position.x = koala.position.x;
    camera.update();

    // set the tile map rendere view based on what the
    // camera sees and render the map
    renderer.setView(camera);
    renderer.render();

    // render the koala
    renderKoala(deltaTime);
}

From source file:ac.uk.dmu.ash.game.screen.CreditsScreen.java

License:Open Source License

@Override
public void render(float delta) {
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    fpsLabel.setText("fps: " + Gdx.graphics.getFramesPerSecond());

    spriteBatch.begin();//from w ww .ja  v  a2s  .c  om
    drawTextureCentre(assets, spriteBatch, "background", 0, 0);
    spriteBatch.end();

    stage.act(Gdx.graphics.getDeltaTime());
    stage.draw();

    //      Table.drawDebug(stage); // adds coloured outline to cells within the tables that are in the stage
}

From source file:airfoil.Main.java

License:Open Source License

@Override
public void render() {
    if (this.alive) {
        GLCommon gl = Gdx.gl;/*from  w ww.j  a v  a  2 s .  co m*/
        gl.glViewport(0, 0, this.width, this.height);
        gl.glClearColor(ColorClear.r, ColorClear.g, ColorClear.b, ColorClear.a);
        gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
        gl.glEnable(GL20.GL_DEPTH_TEST);
        gl.glDepthFunc(GL20.GL_LESS);

        /*
         */

        this.renderMeshLines(this.database.getMesh(this.geometry));

    }
}

From source file:app.badlogicgames.splitpong.multiplayer.WorldRenderer.java

License:Apache License

public void render() {
    Gdx.gl.glClearColor(0, 0, 0, 1); //esta
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // y esta linea limpian la pantalla      
    cam.update();/* w  w w.  j  av a2s.  c  o m*/
    batch.setProjectionMatrix(cam.combined);
    renderBackground();
    renderObjects();
}

From source file:at.hid.tabletopsimulator.screens.About.java

License:Apache License

@Override
public void render(float delta) {
    Gdx.gl.glClearColor(0, 0, 0, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    stage.act(delta);
    stage.draw();
}

From source file:at.juggle.games.counting.screens.CountingGameScreen.java

License:Apache License

@Override
public void render(float delta) {
    moveY += delta * 12;//from  w  ww .j  av a  2 s.c om
    animationTime += delta * 8;
    handleInput();
    // camera:
    cam.update();
    batch.setProjectionMatrix(cam.combined);

    Gdx.gl.glClearColor(0.3f, 0.3f, 0.3f, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
    batch.begin();
    // draw bgImage
    batch.draw(backgroundImage, 0, 0, CountingGame.GAME_WIDTH, CountingGame.GAME_HEIGHT);

    model.drawGameState(batch, delta, buttonFont);
    xplode.draw(batch, delta);

    // draw moving text:
    //        for (int i = 0; i < credits.length; i++) {
    //            creditsFont.draw(batch, credits[i], CountingGame.GAME_WIDTH/8, moveY - i*creditsFont.getLineHeight()*1.5f);
    //        }

    // draw gradient

    batch.end();
}

From source file:at.juggle.games.counting.screens.CreditsScreen.java

License:Apache License

@Override
public void render(float delta) {
    moveY += delta * 100;/*from www .  java 2s .co m*/
    handleInput();
    // camera:
    cam.update();
    batch.setProjectionMatrix(cam.combined);

    Gdx.gl.glClearColor(0.3f, 0.3f, 0.3f, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
    batch.begin();
    // draw bgImage
    batch.draw(backgroundImage, 0, 0, CountingGame.GAME_WIDTH, CountingGame.GAME_HEIGHT);

    // draw moving text:
    for (int i = 0; i < credits.length; i++) {
        creditsFont.draw(batch, credits[i], CountingGame.GAME_WIDTH / 8,
                moveY - i * creditsFont.getLineHeight() * 1.5f);
    }

    // draw gradient
    batch.draw(gradientBottom, 0, 0, CountingGame.GAME_WIDTH, gradientBottom.getHeight());
    batch.draw(gradientTop, 0, CountingGame.GAME_HEIGHT - gradientTop.getHeight(), CountingGame.GAME_WIDTH,
            gradientTop.getHeight());

    batch.end();
}

From source file:at.juggle.games.counting.screens.LoadingScreen.java

License:Apache License

@Override
public void render(float delta) {
    if (parentGame.getAssetManager().update()) {
        parentGame.getScreenManager().setCurrentState(ScreenManager.ScreenState.Menu);
    }/*from  w w  w.j  a va2 s. c o m*/
    // camera:
    cam.update();
    batch.setProjectionMatrix(cam.combined);

    // determine the current frame:
    animationFrameShownAlready += delta;
    if (animationFrameShownAlready > animationFrameShownFor) {
        animationFrame = (animationFrame + 1) % loadingFrames.length;
        animationFrameShownAlready = 0f;
    }

    Gdx.gl.glClearColor(0.3f, 0.3f, 0.3f, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
    batch.begin();
    batch.draw(loadingFrames[animationFrame],
            CountingGame.GAME_WIDTH / 2 - loadingFrames[animationFrame].getRegionWidth() / 2,
            CountingGame.GAME_HEIGHT / 2 - loadingFrames[animationFrame].getRegionHeight() / 2);
    batch.end();
}

From source file:at.juggle.games.counting.screens.MenuScreen.java

License:Apache License

@Override
public void render(float delta) {
    handleInput();/*from   w ww  .ja  v a2  s.c  o m*/
    // camera:
    cam.update();
    batch.setProjectionMatrix(cam.combined);

    Gdx.gl.glClearColor(0.3f, 0.3f, 0.3f, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
    batch.begin();
    // draw bgImage ...
    batch.draw(backgroundImage, 0, 0, CountingGame.GAME_WIDTH, CountingGame.GAME_HEIGHT);

    for (int i = 0; i < background.length; i++) {
        for (int j = 0; j < background.length; j++) {
            if (i != j && background[i] != null && background[j] != null) {
                Vector2 dist = background[j].dist(background[i]);
                if (dist.len() < background[j].getHeight()) {
                    float d = (background[i].getHeight() - dist.len()) / background[i].getHeight();
                    background[j].setPosition(background[j].getX() + dist.x * d,
                            background[j].getY() + dist.y * d);
                    background[i].setPosition(background[i].getX() - dist.x * d,
                            background[i].getY() - dist.y * d);
                }
            }

        }
        background[i].setY(background[i].getY() + delta * 100f * background[i].getSpeed());
        background[i].draw(batch, delta);
        if (background[i].getY() > CountingGame.GAME_HEIGHT * 1.1f)
            background[i].setPosition(
                    CountingGame.GAME_WIDTH / 2f + ((float) (Math.random() * CountingGame.GAME_WIDTH / 2f)),
                    -((float) (Math.random() * CountingGame.GAME_HEIGHT)));
    }

    // draw buttons ...
    startMengen.draw(batch);
    startZaehlen.draw(batch);

    // draw Strings ...
    for (int i = 2; i < menuStrings.length; i++) {

        if (i == currentMenuItem)
            menuFont.setColor(0.2f, 0.2f, 0.8f, 1f);
        else
            menuFont.setColor(0f, 0f, 0f, 1f);
        String menuString = menuStrings[i];
        if (menuString.startsWith(ballons))
            menuString += ": " + getNumberOfBallons() + " max.";
        else if (menuString.startsWith(difficulty))
            menuString += ": " + ((CountingGame.difficulty == 0) ? "einfach"
                    : ((CountingGame.difficulty == 1) ? "mittel" : "schwer"));
        menuFont.draw(batch, menuString, offsetLeft, CountingGame.GAME_HEIGHT - offsetTop - i * offsetY);
    }
    batch.end();
}

From source file:at.juggle.games.counting.screens.SortingGameScreen.java

License:Apache License

@Override
public void render(float delta) {
    handleInput();/*from  w w w . j  a  va2  s.c om*/
    // camera:
    cam.update();
    batch.setProjectionMatrix(cam.combined);

    Gdx.gl.glClearColor(0.3f, 0.3f, 0.3f, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
    batch.begin();
    // draw bgImage
    batch.draw(backgroundImage, 0, 0, CountingGame.GAME_WIDTH, CountingGame.GAME_HEIGHT);

    model.drawGameState(batch, delta, buttonFont);
    xplode.draw(batch, delta);

    // draw moving text:
    //        for (int i = 0; i < credits.length; i++) {
    //            creditsFont.draw(batch, credits[i], CountingGame.GAME_WIDTH/8, moveY - i*creditsFont.getLineHeight()*1.5f);
    //        }

    // draw gradient

    batch.end();
}