List of usage examples for com.badlogic.gdx.graphics GL20 glClear
public void glClear(int mask);
From source file:com.android.projet.projetandroid.game.superjumper.GameScreen.java
License:Apache License
public void draw() { GL20 gl = Gdx.gl; gl.glClear(GL20.GL_COLOR_BUFFER_BIT); renderer.render();/*from w ww.ja v a 2s. c om*/ guiCam.update(); game.batcher.setProjectionMatrix(guiCam.combined); game.batcher.enableBlending(); game.batcher.begin(); switch (state) { case GAME_READY: presentReady(); break; case GAME_RUNNING: presentRunning(); break; case GAME_PAUSED: presentPaused(); break; case GAME_LEVEL_END: presentLevelEnd(); break; case GAME_OVER: presentGameOver(); break; } game.batcher.end(); }
From source file:com.android.projet.projetandroid.game.superjumper.HighscoresScreen.java
License:Apache License
public void draw() { GL20 gl = Gdx.gl; gl.glClear(GL20.GL_COLOR_BUFFER_BIT); guiCam.update();// w w w. ja va 2s .c o m game.batcher.setProjectionMatrix(guiCam.combined); game.batcher.disableBlending(); game.batcher.begin(); game.batcher.draw(Assets.backgroundRegion, 0, 0, 480, 320); game.batcher.end(); game.batcher.enableBlending(); game.batcher.begin(); game.batcher.draw(Assets.highScoresRegion, 240 - 150, 320 - 60, 300, 33); float y = 320 - 200; for (int i = 4; i >= 0; i--) { Assets.font.draw(game.batcher, highScores[i], xOffset, y); y += Assets.font.getLineHeight(); } game.batcher.draw(Assets.arrow, 0, 0, 64, 64); game.batcher.end(); }
From source file:com.android.projet.projetandroid.game.superjumper.MainMenuScreen.java
License:Apache License
public void draw() { GL20 gl = Gdx.gl; gl.glClearColor(1, 0, 0, 1);//from ww w.j a va 2 s. c om gl.glClear(GL20.GL_COLOR_BUFFER_BIT); guiCam.update(); game.batcher.setProjectionMatrix(guiCam.combined); game.batcher.disableBlending(); game.batcher.begin(); game.batcher.draw(Assets.backgroundRegion, 0, 0, 480, 320); game.batcher.end(); game.batcher.enableBlending(); game.batcher.begin(); game.batcher.draw(Assets.logo, 240 - 450 / 2, 320 - 30 - 60, 450, 60); game.batcher.draw(Assets.mainMenu, 240 - 300 / 2, 320 - 60 - 60 - 145, 300, 145); game.batcher.draw(Settings.soundEnabled ? Assets.soundOn : Assets.soundOff, 0, 0, 64, 64); game.batcher.end(); // To debug menu /*ShapeRenderer shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(guiCam.combined); shapeRenderer.begin(ShapeRenderer.ShapeType.Line); shapeRenderer.rect(playBounds.x, playBounds.y, playBounds.width, playBounds.height); shapeRenderer.rect(highscoresBounds.x, highscoresBounds.y, highscoresBounds.width, highscoresBounds.height); shapeRenderer.rect(mapBounds.x, mapBounds.y, mapBounds.width, mapBounds.height); shapeRenderer.rect(saveBounds.x, saveBounds.y, saveBounds.width, saveBounds.height); shapeRenderer.end();*/ }
From source file:com.arkanoid.game.view.GameScreen.java
License:Apache License
public void draw() { GL20 gl = Gdx.gl; gl.glClearColor(0, 0, 1, 1);/*from w ww . ja v a 2s .c o m*/ gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batcher.renderBackground(); batcher.renderBall(field.getBall()); batcher.renderBricks(field.getBricks()); batcher.renderVaus(field.getVaus()); //debugRenderer.render(field.getWorld(), guiCam.combined); guiCam.update(); batcher.setProjectionMatrix(guiCam.combined); batcher.enableBlending(); batcher.begin(); switch (state) { case GAME_RUNNING: field.step(); batcher.presentRunning(); batcher.renderLives(field.getLives()); break; case GAME_READY: batcher.presentReady(); break; case GAME_PAUSED: batcher.presentPaused(); batcher.renderLives(field.getLives()); break; case GAME_LEVEL_END: batcher.presentLevelEnd(); break; case GAME_OVER: batcher.presentGameOver(); break; } batcher.end(); }
From source file:com.arkanoid.game.view.MainMenuScreen.java
License:Apache License
public void draw() { GL20 gl = Gdx.gl; gl.glClearColor(1, 0, 0, 1);//from w w w .jav a 2 s. c om gl.glClear(GL20.GL_COLOR_BUFFER_BIT); guiCam.update(); batcher.setProjectionMatrix(guiCam.combined); batcher.disableBlending(); batcher.begin(); batcher.draw(Assets.backgroundRegion, 0, 0, 320, 480); batcher.end(); batcher.enableBlending(); batcher.begin(); //batcher.draw(Assets.logo, 160 - 274 / 2, 480 - 10 - 142, 274, 142); batcher.draw(Assets.mainMenu, 10, 200 - 110 / 2, 300, 110); batcher.draw(Settings.soundEnabled ? Assets.soundOn : Assets.soundOff, 0, 0, 64, 64); batcher.end(); if (TimeUtils.nanoTime() - last > 2000000000) { Gdx.app.log("Arkanoid", "version: " + Gdx.app.getVersion() + ", memory: " + Gdx.app.getJavaHeap() + ", " + Gdx.app.getNativeHeap() + ", native orientation:" + Gdx.input.getNativeOrientation() + ", orientation: " + Gdx.input.getRotation() + ", accel: " + (int) Gdx.input.getAccelerometerX() + ", " + (int) Gdx.input.getAccelerometerY() + ", " + (int) Gdx.input.getAccelerometerZ() + ", apr: " + (int) Gdx.input.getAzimuth() + ", " + (int) Gdx.input.getPitch() + ", " + (int) Gdx.input.getRoll()); last = TimeUtils.nanoTime(); } }
From source file:com.badlogic.invaders.Renderer.java
License:Apache License
public void render(Simulation simulation, float delta) { // We explicitly require GL10, otherwise we could've used the GLCommon // interface via Gdx.gl GL20 gl = Gdx.gl; gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); renderBackground();//from ww w . j ava2s . c om gl.glEnable(GL20.GL_DEPTH_TEST); gl.glEnable(GL20.GL_CULL_FACE); setProjectionAndCamera(simulation.ship); modelBatch.begin(camera); modelBatch.render(simulation.explosions); if (!simulation.ship.isExploding) modelBatch.render(simulation.ship, lights); modelBatch.render(simulation.invaders, lights); modelBatch.render(simulation.blocks); modelBatch.render(simulation.shots); modelBatch.end(); gl.glDisable(GL20.GL_CULL_FACE); gl.glDisable(GL20.GL_DEPTH_TEST); spriteBatch.setProjectionMatrix(viewMatrix); spriteBatch.begin(); if (simulation.ship.lives != lastLives || simulation.score != lastScore || simulation.wave != lastWave) { status = "lives: " + simulation.ship.lives + " wave: " + simulation.wave + " score: " + simulation.score; lastLives = simulation.ship.lives; lastScore = simulation.score; lastWave = simulation.wave; } spriteBatch.enableBlending(); font.draw(spriteBatch, status, 0, 320); spriteBatch.end(); invaderAngle += delta * 90; if (invaderAngle > 360) invaderAngle -= 360; }
From source file:com.badlogicgames.superjumper.helpscreen.HelpScreen.java
License:Apache License
public void draw() { GL20 gl = Gdx.gl; gl.glClear(GL20.GL_COLOR_BUFFER_BIT); gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); guiCam.update();/*w w w. ja v a2 s. co m*/ game.batch.setProjectionMatrix(guiCam.combined); game.batch.disableBlending(); game.batch.begin(); game.batch.draw(helpRegion, 0, 0); game.batch.end(); game.batch.enableBlending(); game.batch.begin(); game.batch.draw(Assets.arrow, 320, 0, -64, 64); game.batch.end(); }
From source file:com.badlogicgames.superjumper.helpscreen.HelpScreen2.java
License:Apache License
public void draw() { GL20 gl = Gdx.gl; gl.glClear(GL20.GL_COLOR_BUFFER_BIT); guiCam.update();//from w w w . j av a 2 s .c o m game.batch.setProjectionMatrix(guiCam.combined); game.batch.disableBlending(); game.batch.begin(); game.batch.draw(helpRegion, 0, 0, 320, 480); game.batch.end(); game.batch.enableBlending(); game.batch.begin(); game.batch.draw(Assets.arrow, 320, 0, -64, 64); game.batch.end(); gl.glDisable(GL20.GL_BLEND); }
From source file:com.badlogicgames.superjumper.mainmenu.HighScoresScreen.java
License:Apache License
public void draw() { GL20 gl = Gdx.gl; gl.glClear(GL20.GL_COLOR_BUFFER_BIT); guiCam.update();//from w w w.j a v a 2 s . c o m game.batch.setProjectionMatrix(guiCam.combined); game.batch.disableBlending(); game.batch.begin(); game.batch.draw(Assets.backgroundRegion, 0, 0, 320, 480); game.batch.end(); game.batch.enableBlending(); game.batch.begin(); game.batch.draw(Assets.highScoresRegion, 10, 360 - 16, 300, 33); float y = 230; for (int i = 4; i >= 0; i--) { Assets.font.draw(game.batch, highScores[i], xOffset, y); y += Assets.font.getLineHeight(); } game.batch.draw(Assets.arrow, 0, 0, 64, 64); game.batch.end(); }
From source file:com.bss.game.GameScreen.java
License:Apache License
public void draw() { GL20 gl = Gdx.gl; gl.glClearColor(0f, 0f, 0f, 1);/*from w w w. ja v a 2 s.c o m*/ gl.glClear(GL20.GL_COLOR_BUFFER_BIT); renderer.render(); guiCam.update(); game.batcher.setProjectionMatrix(guiCam.combined); game.batcher.enableBlending(); game.batcher.begin(); switch (state) { case GAME_READY: presentReady(); break; case GAME_RUNNING: presentRunning(); break; case GAME_PAUSED: presentPaused(); break; case GAME_OVER: presentGameOver(); break; } game.batcher.end(); }