Example usage for com.badlogic.gdx.graphics.glutils ShapeRenderer setColor

List of usage examples for com.badlogic.gdx.graphics.glutils ShapeRenderer setColor

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics.glutils ShapeRenderer setColor.

Prototype

public void setColor(Color color) 

Source Link

Document

Sets the color to be used by the next shapes drawn.

Usage

From source file:releasethekraken.ui.tooltip.PurchaseUnitToolTip.java

@Override
public void renderShapes(ShapeRenderer shapeRenderer, float delta, float runTime) {
    super.renderShapes(shapeRenderer, delta, runTime);

    if (this.visible) {
        //The mouse coordinates
        float mouseX = Gdx.input.getX(0);
        float mouseY = Gdx.input.getY(0);

        float textHeight = GameAssets.fontMain.getCapHeight();

        float boxWidth = (0.25F + 0.005F) * Gdx.graphics.getWidth();
        float boxHeight = this.descriptionHeight + GameAssets.fontMain.getCapHeight()
                + 0.16F * Gdx.graphics.getHeight();

        float boxX = mouseX + 0.05F * Gdx.graphics.getWidth();
        float boxY = Gdx.graphics.getHeight() - mouseY + (boxHeight - textHeight) / 2 + textHeight / 2;

        float triangleAlignX = boxX;

        /*/*from w ww.j  a v a 2s . co m*/
        Starting and stopping the shape renderer multiple times and copying 
        colors might have an impact on performance.  We might want to find
        a more efficient way of doing this.  Maybe tooltips get their own
        render pass?
        */

        shapeRenderer.end(); //End the shape batch, drawing everything it has so far

        //Enable OpenGL alpha blending
        Gdx.gl.glEnable(Gdx.gl.GL_BLEND);
        Gdx.gl.glBlendFunc(Gdx.gl.GL_SRC_ALPHA, Gdx.gl.GL_ONE_MINUS_SRC_ALPHA);

        //Start a new shape batch
        shapeRenderer.begin(ShapeRenderer.ShapeType.Filled);

        //Render tooltip background
        shapeRenderer.setColor(this.color.cpy().sub(0, 0, 0, 0.35F)); //Make the color transparent
        shapeRenderer.rect(boxX, boxY - boxHeight, boxWidth, boxHeight); //Tooltip background
        shapeRenderer.triangle(mouseX, Gdx.graphics.getHeight() - mouseY, triangleAlignX, boxY, triangleAlignX,
                boxY - boxHeight); //Triangle part

        shapeRenderer.end(); //End the shape batch, drawing the transparent tooltip

        //Disable OpenGL blending so everything else doesn't get messed up
        Gdx.gl.glDisable(Gdx.gl.GL_BLEND);

        //Start a new shape batch so that it is left in the state it started in
        shapeRenderer.begin(ShapeRenderer.ShapeType.Filled);
    }
}

From source file:releasethekraken.ui.tooltip.TextToolTip.java

@Override
public void renderShapes(ShapeRenderer shapeRenderer, float delta, float runTime) //TODO: Make tool tip display better
{
    super.renderShapes(shapeRenderer, delta, runTime);

    if (this.visible) {
        //The mouse coordinates
        float mouseX = Gdx.input.getX(0);
        float mouseY = Gdx.input.getY(0);

        float textHeight = GameAssets.fontMain.getCapHeight();
        float textWidth = GameAssets.fontMain.getSpaceWidth() * this.text.length();

        float boxWidth = textWidth;
        float boxHeight = textHeight * 1.8F;

        float boxX = mouseX + 0.05F * Gdx.graphics.getWidth();
        float boxY = Gdx.graphics.getHeight() - mouseY + (boxHeight - textHeight) / 2 + textHeight / 2;

        float triangleAlignX = boxX;

        //Swap the tooltip to the other side if it's on the other side of the screen
        if (mouseX > Gdx.graphics.getWidth() / 2) {
            boxX = mouseX - 0.05F * Gdx.graphics.getWidth() - textWidth;
            triangleAlignX = boxX + boxWidth;
        }//from  w  ww.  j  av  a  2s . c  o  m

        /*
        Starting and stopping the shape renderer multiple times and copying 
        colors might have an impact on performance.  We might want to find
        a more efficient way of doing this.  Maybe tooltips get their own
        render pass?
        */

        shapeRenderer.end(); //End the shape batch, drawing everything it has so far

        //Enable OpenGL alpha blending
        Gdx.gl.glEnable(Gdx.gl.GL_BLEND);
        Gdx.gl.glBlendFunc(Gdx.gl.GL_SRC_ALPHA, Gdx.gl.GL_ONE_MINUS_SRC_ALPHA);

        //Start a new shape batch
        shapeRenderer.begin(ShapeRenderer.ShapeType.Filled);

        //Render tooltip background
        shapeRenderer.setColor(this.color.cpy().sub(0, 0, 0, 0.35F)); //Make the color transparent
        shapeRenderer.rect(boxX, boxY - boxHeight, boxWidth, boxHeight); //Tooltip background
        shapeRenderer.triangle(mouseX, Gdx.graphics.getHeight() - mouseY, triangleAlignX, boxY, triangleAlignX,
                boxY - boxHeight); //Triangle part

        shapeRenderer.end(); //End the shape batch, drawing the transparent tooltip

        //Disable OpenGL blending so everything else doesn't get messed up
        Gdx.gl.glDisable(Gdx.gl.GL_BLEND);

        //Start a new shape batch so that it is left in the state it started in
        shapeRenderer.begin(ShapeRenderer.ShapeType.Filled);
    }
}

From source file:releasethekraken.ui.UiButton.java

@Override
public void renderShapes(ShapeRenderer shapeRenderer, float delta, float runTime) {
    super.renderShapes(shapeRenderer, delta, runTime);
    float borderWidth = 0.0025F * Gdx.graphics.getWidth();

    shapeRenderer.setColor(this.defaultColors[0][this.currentColorIndex]);
    shapeRenderer.rect(this.x, this.y, this.width, this.height); //Background
    shapeRenderer.setColor(this.defaultColors[1][this.currentColorIndex]);
    shapeRenderer.rect(this.x, this.y + this.height / 2, this.width - this.height / 2, this.height / 2); //Render middle rectangle
    shapeRenderer.triangle(this.x + this.width, this.y + this.height, this.x + this.width - this.height / 2,
            this.y + this.height / 2, this.x + this.width - this.height / 2, this.y + this.height); //render middle right triangle
    shapeRenderer.triangle(this.x, this.y, this.x, this.y + this.height / 2, this.x + this.height / 2,
            this.y + this.height / 2); //render middle left triangle
    shapeRenderer.setColor(this.defaultColors[2][this.currentColorIndex]);
    shapeRenderer.rect(this.x + borderWidth, this.y + borderWidth, this.width - borderWidth * 2,
            this.height - borderWidth * 2); //Inner box
}

From source file:releasethekraken.ui.UiPointsBar.java

@Override
public void renderShapes(ShapeRenderer shapeRenderer, float delta, float runTime) {
    super.renderShapes(shapeRenderer, delta, runTime);

    //Draw background
    shapeRenderer.setColor(Color.LIGHT_GRAY);
    shapeRenderer.rect(this.x, this.y, this.width, this.height);

    float barValue = this.value / (this.max * 1F);
    float barWidth = this.width * barValue;
    barWidth = MathUtils.clamp(barWidth, 0, this.width);

    //Draw points bar
    final Color barColor = Color.valueOf("FF8800");
    shapeRenderer.setColor(barColor);//from w  w  w .  j  av  a 2  s . c om
    shapeRenderer.rect(this.x, this.y, barWidth, this.height);
}

From source file:sg.atom2d.game2d.graphics.anim.spine.skeleton.SkeletonRendererDebug.java

License:Open Source License

public void draw(Skeleton skeleton) {
    float skeletonX = skeleton.getX();
    float skeletonY = skeleton.getY();

    Gdx.gl.glEnable(GL10.GL_BLEND);/*from  w ww .  java2 s . c  o m*/
    ShapeRenderer renderer = this.renderer;
    renderer.begin(ShapeType.Line);

    Array<Bone> bones = skeleton.getBones();
    if (drawBones) {
        renderer.setColor(boneLineColor);
        for (int i = 0, n = bones.size; i < n; i++) {
            Bone bone = bones.get(i);
            if (bone.parent == null)
                continue;
            float x = skeletonX + bone.data.length * bone.m00 + bone.worldX;
            float y = skeletonY + bone.data.length * bone.m10 + bone.worldY;
            renderer.line(skeletonX + bone.worldX, skeletonY + bone.worldY, x, y);
        }
    }

    if (drawRegionAttachments) {
        renderer.setColor(regionAttachmentLineColor);
        Array<Slot> slots = skeleton.getSlots();
        for (int i = 0, n = slots.size; i < n; i++) {
            Slot slot = slots.get(i);
            Attachment attachment = slot.attachment;
            if (attachment instanceof RegionAttachment) {
                RegionAttachment regionAttachment = (RegionAttachment) attachment;
                regionAttachment.updateWorldVertices(slot, false);
                float[] vertices = regionAttachment.getWorldVertices();
                renderer.line(vertices[X1], vertices[Y1], vertices[X2], vertices[Y2]);
                renderer.line(vertices[X2], vertices[Y2], vertices[X3], vertices[Y3]);
                renderer.line(vertices[X3], vertices[Y3], vertices[X4], vertices[Y4]);
                renderer.line(vertices[X4], vertices[Y4], vertices[X1], vertices[Y1]);
            }
        }
    }

    if (drawBoundingBoxes) {
        SkeletonBounds bounds = this.bounds;
        bounds.update(skeleton, true);
        renderer.setColor(aabbColor);
        renderer.rect(bounds.getMinX(), bounds.getMinY(), bounds.getWidth(), bounds.getHeight());
        renderer.setColor(boundingBoxColor);
        Array<FloatArray> polygons = bounds.getPolygons();
        for (int i = 0, n = polygons.size; i < n; i++) {
            FloatArray polygon = polygons.get(i);
            renderer.polygon(polygon.items, 0, polygon.size);
        }
    }

    renderer.end();
    renderer.begin(ShapeType.Filled);

    if (drawBones) {
        renderer.setColor(boneOriginColor);
        for (int i = 0, n = bones.size; i < n; i++) {
            Bone bone = bones.get(i);
            renderer.setColor(ColorRGBA.GREEN);
            renderer.circle(skeletonX + bone.worldX, skeletonY + bone.worldY, 3 * scale);
        }
    }

    renderer.end();
}

From source file:spaceisnear.game.ui.TextField.java

@Override
public void paint(Batch batch) {
    if (checkKeys(keycode)) {
        keycode = 0;/*from   w ww  . j a v a  2 s . com*/
    }
    ShapeRenderer renderer = getRenderer();
    focused = getStage().getKeyboardFocus() == this;
    int start = 0;
    int end = text.length();
    int startingXText = 0;
    //TODO
    GlyphLayout glyphLayout = new GlyphLayout(font, text);
    if (glyphLayout.width > getWidthWithoutPaddings()) {
        end = text.length();
        start = end - 1;
        glyphLayout.setText(font, text, start, end, textColor, getWidthWithoutPaddings(), 0, false, null);
        while (start > 0 && glyphLayout.width < getWidthWithoutPaddings()) {
            start--;
        }
        glyphLayout.setText(font, text, 0, start, textColor, getWidthWithoutPaddings(), 0, false, null);
        startingXText = (int) -glyphLayout.width;
    }
    //
    {
        Gdx.gl.glEnable(GL20.GL_BLEND);
        Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
        renderer.setProjectionMatrix(batch.getProjectionMatrix());
        renderer.begin(ShapeRenderer.ShapeType.Filled);
        renderer.setColor(backgroundColor);
        renderer.rect(0, 0, getWidth(), getHeight());
        renderer.end();
        Gdx.gl.glDisable(GL20.GL_BLEND);
    }
    {
        renderer.begin(ShapeRenderer.ShapeType.Line);
        renderer.setColor(borderColor);
        renderer.rect(0, 0, getWidth() + 1, getHeight());
        renderer.end();
    }
    //cursor
    renderer.begin(ShapeRenderer.ShapeType.Line);
    font.setColor(Color.BLACK);
    if (focused) {
        glyphLayout.setText(font, text, 0, currentPosition, textColor, getWidthWithoutPaddings(), 0, false,
                null);
        final float x = 10 + glyphLayout.width + startingXText;
        renderer.line(x, 3, x, font.getLineHeight() + 2);
        renderer.line(x + 1, 3, x + 1, font.getLineHeight() + 2);
    }
    renderer.end();
    batch.begin();
    font.setColor(Color.BLACK);
    font.draw(batch, text.subSequence(start, end), WIDTH_PADDING + getX(), 3 + getY());
    batch.end();
}

From source file:spine.SkeletonRendererDebug.java

License:Open Source License

public void draw(Skeleton skeleton) {
    float skeletonX = skeleton.getX();
    float skeletonY = skeleton.getY();

    Gdx.gl.glEnable(GL20.GL_BLEND);//from  w  w  w.  j  a va  2 s. com
    int srcFunc = premultipliedAlpha ? GL20.GL_ONE : GL20.GL_SRC_ALPHA;
    Gdx.gl.glBlendFunc(srcFunc, GL20.GL_ONE_MINUS_SRC_ALPHA);

    ShapeRenderer shapes = this.shapes;

    Array<Bone> bones = skeleton.getBones();
    if (drawBones) {
        shapes.setColor(boneLineColor);
        shapes.begin(ShapeType.Filled);
        for (int i = 0, n = bones.size; i < n; i++) {
            Bone bone = bones.get(i);
            if (bone.parent == null)
                continue;
            float x = skeletonX + bone.data.length * bone.a + bone.worldX;
            float y = skeletonY + bone.data.length * bone.c + bone.worldY;
            shapes.rectLine(skeletonX + bone.worldX, skeletonY + bone.worldY, x, y, boneWidth * scale);
        }
        shapes.end();
        shapes.begin(ShapeType.Line);
        shapes.x(skeletonX, skeletonY, 4 * scale);
    } else
        shapes.begin(ShapeType.Line);

    if (drawRegionAttachments) {
        shapes.setColor(attachmentLineColor);
        Array<Slot> slots = skeleton.getSlots();
        for (int i = 0, n = slots.size; i < n; i++) {
            Slot slot = slots.get(i);
            Attachment attachment = slot.attachment;
            if (attachment instanceof RegionAttachment) {
                RegionAttachment regionAttachment = (RegionAttachment) attachment;
                float[] vertices = regionAttachment.updateWorldVertices(slot, false);
                shapes.line(vertices[X1], vertices[Y1], vertices[X2], vertices[Y2]);
                shapes.line(vertices[X2], vertices[Y2], vertices[X3], vertices[Y3]);
                shapes.line(vertices[X3], vertices[Y3], vertices[X4], vertices[Y4]);
                shapes.line(vertices[X4], vertices[Y4], vertices[X1], vertices[Y1]);
            }
        }
    }

    if (drawMeshHull || drawMeshTriangles) {
        Array<Slot> slots = skeleton.getSlots();
        for (int i = 0, n = slots.size; i < n; i++) {
            Slot slot = slots.get(i);
            Attachment attachment = slot.attachment;
            float[] vertices = null;
            short[] triangles = null;
            int hullLength = 0;
            if (attachment instanceof MeshAttachment) {
                MeshAttachment mesh = (MeshAttachment) attachment;
                mesh.updateWorldVertices(slot, false);
                vertices = mesh.getWorldVertices();
                triangles = mesh.getTriangles();
                hullLength = mesh.getHullLength();
            } else if (attachment instanceof SkinnedMeshAttachment) {
                SkinnedMeshAttachment mesh = (SkinnedMeshAttachment) attachment;
                mesh.updateWorldVertices(slot, false);
                vertices = mesh.getWorldVertices();
                triangles = mesh.getTriangles();
                hullLength = mesh.getHullLength();
            }
            if (vertices == null || triangles == null)
                continue;
            if (drawMeshTriangles) {
                shapes.setColor(triangleLineColor);
                for (int ii = 0, nn = triangles.length; ii < nn; ii += 3) {
                    int v1 = triangles[ii] * 5, v2 = triangles[ii + 1] * 5, v3 = triangles[ii + 2] * 5;
                    shapes.triangle(vertices[v1], vertices[v1 + 1], //
                            vertices[v2], vertices[v2 + 1], //
                            vertices[v3], vertices[v3 + 1] //
                    );
                }
            }
            if (drawMeshHull && hullLength > 0) {
                shapes.setColor(attachmentLineColor);
                hullLength = hullLength / 2 * 5;
                float lastX = vertices[hullLength - 5], lastY = vertices[hullLength - 4];
                for (int ii = 0, nn = hullLength; ii < nn; ii += 5) {
                    float x = vertices[ii], y = vertices[ii + 1];
                    shapes.line(x, y, lastX, lastY);
                    lastX = x;
                    lastY = y;
                }
            }
        }
    }

    if (drawBoundingBoxes) {
        SkeletonBounds bounds = this.bounds;
        bounds.update(skeleton, true);
        shapes.setColor(aabbColor);
        shapes.rect(bounds.getMinX(), bounds.getMinY(), bounds.getWidth(), bounds.getHeight());
        shapes.setColor(boundingBoxColor);
        Array<FloatArray> polygons = bounds.getPolygons();
        for (int i = 0, n = polygons.size; i < n; i++) {
            FloatArray polygon = polygons.get(i);
            shapes.polygon(polygon.items, 0, polygon.size);
        }
    }

    shapes.end();
    shapes.begin(ShapeType.Filled);

    if (drawBones) {
        shapes.setColor(boneOriginColor);
        for (int i = 0, n = bones.size; i < n; i++) {
            Bone bone = bones.get(i);
            shapes.setColor(Color.GREEN);
            shapes.circle(skeletonX + bone.worldX, skeletonY + bone.worldY, 3 * scale, 8);
        }
    }

    shapes.end();
}

From source file:us.thirdmillenium.strategicassaultsimulator.environment.GameEnvironment.java

License:Apache License

@Override
public void simulate(float deltaTime) {
    // Compute time delta (max of frame speed)
    deltaTime = (float) Math.min(deltaTime, 1 / Params.FramesPerSecond);

    if (DRAW) {//w  ww . j av  a 2s  .c o m
        // Clear Background
        Gdx.gl.glClearColor(1, 0, 0, 1);
        Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

        // Draw Map
        this.Camera.update();
        this.TiledMapRenderer.setView(this.Camera);
        this.TiledMapRenderer.render();
    }

    // Test if Bullets Intersected with Anything
    MapObjects wallMapObjects = this.TiledMap.getLayers().get(2).getObjects();
    Iterator<GreenBullet> bullets = this.BulletTracker.iterator();
    this.SpriteBatchRenderer.setProjectionMatrix(this.Camera.combined);
    this.SpriteBatchRenderer.begin();

    while (bullets.hasNext()) {
        // Collect a Bullet to consider
        GreenBullet currentBullet = bullets.next();

        if (DRAW) {
            currentBullet.drawSprite(this.SpriteBatchRenderer);
        }

        currentBullet.updateBullet(deltaTime);

        // If bullet is off-screen, remove it.
        if (currentBullet.getBulletVector().x < 0 || currentBullet.getBulletVector().x > this.width
                || currentBullet.getBulletVector().y < 0 || currentBullet.getBulletVector().y > this.height) {
            this.BulletTracker.remove(currentBullet);
        } else {
            // Compare with all Agents
            Rectangle agentBound;

            Iterator<AgentModel> shootItr = this.shooters.iterator();

            while (shootItr.hasNext()) {
                AgentModel currShooter = shootItr.next();

                if (!currentBullet.thisAgentShotMe(currShooter) && Intersector.overlapConvexPolygons(
                        GraphicsHelpers.convertRectangleToPolygon(currShooter.getBoundingRectangle()),
                        currentBullet.getBulletPath())) {
                    currShooter.agentHit();
                    this.BulletTracker.remove(currentBullet);
                }
            }

            Iterator<AgentModel> agentItr = this.trainees.iterator();

            while (agentItr.hasNext()) {
                AgentModel currAgent = agentItr.next();

                if (!currentBullet.thisAgentShotMe(currAgent) && Intersector.overlapConvexPolygons(
                        GraphicsHelpers.convertRectangleToPolygon(currAgent.getBoundingRectangle()),
                        currentBullet.getBulletPath())) {
                    currAgent.agentHit();
                    this.BulletTracker.remove(currentBullet);
                }
            }

            // Compare with all Wall Boundaries
            for (int i = 0; i < wallMapObjects.getCount(); i++) {
                Object rectangleMapObject = wallMapObjects.get(i);

                // Make sure this is a Rectangle from Tiled describing a wall.
                if (rectangleMapObject.getClass() == RectangleMapObject.class) {
                    Rectangle wallRectangle = ((RectangleMapObject) rectangleMapObject).getRectangle();
                    Polygon polyBound = GraphicsHelpers.convertRectangleToPolygon(wallRectangle);

                    // Terminate when hitting a wall
                    if (Intersector.overlapConvexPolygons(polyBound, currentBullet.getBulletPath())) {
                        this.BulletTracker.remove(currentBullet);
                    }
                }
            }
        }
    }

    this.SpriteBatchRenderer.end();

    // Draw DEBUG information
    if (DEBUG && DRAW) {
        // Draw Map Nodes
        /*this.MapNodeSR.setProjectionMatrix(this.Camera.combined);
        this.MapNodeSR.setColor(Color.OLIVE);
        this.MapNodeSR.begin(ShapeRenderer.ShapeType.Filled);
                
        if (this.TraverseNodes != null) {
        for (Integer key : this.TraverseNodes.keySet()) {
            this.MapNodeSR.circle(this.TraverseNodes.get(key).getPixelX(), this.TraverseNodes.get(key).getPixelY(), 10);
        }
        }
                
        this.MapNodeSR.end();*/

        // Draw Overlay Lines
        this.LineRenderer.setProjectionMatrix(this.Camera.combined);
        this.LineRenderer.begin(ShapeRenderer.ShapeType.Filled);

        // For each Agent.  Different Colors?
        this.LineRenderer.setColor(Color.BLACK);

        /*if( PUPPET ) {
           this.puppet.drawPath(this.LineRenderer);
        }*/

        Iterator<AgentModel> agentItr = this.trainees.iterator();

        while (agentItr.hasNext()) {
            AgentModel currAgent = agentItr.next();
            currAgent.drawPath(this.LineRenderer);
        }

        this.LineRenderer.end();
    }

    // Draw Agent Sprites

    this.SpriteBatchRenderer.begin();

    /*if( PUPPET ) {
       this.puppet.updateAgent(deltaTime);
       this.puppet.drawAgent(this.SpriteBatchRenderer);
    }*/

    Iterator<AgentModel> shootItr = this.shooters.iterator();

    while (shootItr.hasNext()) {
        AgentModel currShooter = shootItr.next();

        currShooter.updateAgent(deltaTime);
        if (DRAW) {
            currShooter.drawAgent(this.SpriteBatchRenderer);
        }
    }

    Iterator<AgentModel> agentItr = this.trainees.iterator();

    while (agentItr.hasNext()) {
        AgentModel currAgent = agentItr.next();

        currAgent.updateAgent(deltaTime);

        if (DRAW) {
            currAgent.drawAgent(this.SpriteBatchRenderer);
        }
    }

    this.SpriteBatchRenderer.end();

    if (DEBUG) {
        Iterator<AgentModel> agentItr2 = this.trainees.iterator();

        ShapeRenderer visionCone = new ShapeRenderer();
        visionCone.setProjectionMatrix(this.Camera.combined);
        visionCone.begin(ShapeRenderer.ShapeType.Line);
        visionCone.setColor(Color.YELLOW);

        while (agentItr2.hasNext()) {
            AgentModel currAgent = agentItr2.next();

            currAgent.drawVision(visionCone);
        }

        visionCone.end();
    }

    /*// Test Draw the Collision Boxes
    if( DEBUG && DRAW ) {
    ShapeRenderer anotherShapeRenderer = new ShapeRenderer();
            
       anotherShapeRenderer.setProjectionMatrix(this.Camera.combined);
       anotherShapeRenderer.begin(ShapeRenderer.ShapeType.Line);
            
       bullets = this.BulletTracker.iterator();
            
       while(bullets.hasNext()) {
      GreenBullet currentBullet = bullets.next();
      anotherShapeRenderer.polygon(currentBullet.getBulletPath().getTransformedVertices());
       }
            
       for(int i = 0; i < wallMapObjects.getCount(); i++ ){
      Object obj = wallMapObjects.get(i);
            
      if( obj.getClass() == RectangleMapObject.class ) {
         Rectangle boundary = ((RectangleMapObject)obj).getRectangle();
         anotherShapeRenderer.rect(boundary.x, boundary.y, boundary.width, boundary.height);
            
         float[] vertices = {
            boundary.x, boundary.y,
            boundary.x + boundary.width, boundary.y,
            boundary.x + boundary.width, boundary.y + boundary.height,
            boundary.x, boundary.y + boundary.height
         };
            
         //Polygon polyBound = new Polygon(vertices);
         anotherShapeRenderer.setColor(Color.BLUE);
         anotherShapeRenderer.polygon(vertices);
      }
       }
            
       anotherShapeRenderer.end();
    }*/

}

From source file:vault.clockwork.actors.ButtonActor.java

License:Open Source License

@Override
public void debug(ShapeRenderer gizmo) {
    Rectangle rect = spr.getBoundingRectangle();

    gizmo.setColor(Color.MAGENTA);
    gizmo.begin(ShapeRenderer.ShapeType.Line);
    gizmo.rect(rect.x, rect.y, rect.width, rect.height);
    gizmo.end();//from w w w  .  j a  va2  s . c o m
}

From source file:vault.clockwork.editor.props.GroundProp.java

License:Open Source License

/**
 * Draw the turret radius as bounds.//from   w w w  . j  a va  2  s. c o m
 * @param gizmo 
 */
@Override
public void draw(ShapeRenderer gizmo) {
    gizmo.setColor(Color.YELLOW);
    gizmo.rect(-100.f * Physics.SCALE_INV, -2.f * Physics.SCALE_INV, 200.f * Physics.SCALE_INV,
            .4f * Physics.SCALE_INV);
}