List of usage examples for com.badlogic.gdx.graphics.glutils ShapeRenderer ShapeRenderer
public ShapeRenderer()
From source file:com.paperscape.game.GameAssets.java
public static void loadAssets() { //how long the app will wait between screen in milliseconds. Is ran when the game changes a screen waitTimeForScreens = 200;/* w ww . j a v a2 s. c o m*/ //how long the game will wait in milliseconds. Used so the same touch doesn't retstart the game when the pause button is pressed waitTimeForPause = 100; //how long the game will wait in milliseconds. Helps Android by not playing music as soon as it is created timeForMusicToLoad = 100; //when called and initialised is set to the resolution of the screen, allows sprite batch to draw to screen camera = new OrthographicCamera(); //the resolution of the game, currently 1080p HD as it will be scaled down for smaller screens screenResolutionX = 1920; screenResolutionY = 1080; //holds the position of a touch made on the screen touch = new Vector3(); //the spritebatch used by Level, Menu etc. to draw objects to screen batch = new SpriteBatch(); //used to check position of enemy waypoints shapeRenderer = new ShapeRenderer(); //initialising paperBackgroundTexture object as walls_image file in menu folder paperBackgroundTexture = new Texture(Gdx.files.internal("paper-background.png")); //used for scaling paperBackgroundTexture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear); //initialising a sprite which will hold the paperBackgroundTexture paperBackgroundSprite = new Sprite(paperBackgroundTexture); //------------------------------------------------------------------------- //the size of each individual sprite (i.e. 128 = 128x128 sprite image) frameSize = 128; //the position of each of the frames within a sprite sheet //0, 0 is the top left of the sprite sheet framePosition01X = 0; framePosition01Y = 0; framePosition02X = frameSize; framePosition02Y = 0; framePosition03X = (frameSize * 2); framePosition03Y = 0; framePosition04X = (frameSize * 3); framePosition04Y = 0; framePosition05X = 0; framePosition05Y = frameSize; framePosition06X = frameSize; framePosition06Y = frameSize; framePosition07X = (frameSize * 2); framePosition07Y = frameSize; framePosition08X = (frameSize * 3); framePosition08Y = frameSize; framePosition09X = 0; framePosition09Y = (frameSize * 2); framePosition10X = frameSize; framePosition10Y = (frameSize * 2); framePosition11X = (frameSize * 2); framePosition11Y = (frameSize * 2); framePosition12X = (frameSize * 3); framePosition12Y = (frameSize * 2); framePosition13X = 0; framePosition13Y = (frameSize * 3); framePosition14X = frameSize; framePosition14Y = (frameSize * 3); framePosition15X = (frameSize * 2); framePosition15Y = (frameSize * 3); framePosition16X = (frameSize * 3); framePosition16Y = (frameSize * 3); //initialising the first sprite sheet from an image in the 'assets' folder spriteSheet1 = new Texture(Gdx.files.internal("sprite_sheet_1.png")); //declaring each sprite, (what texture are they from, X-position, Y-position, X-size, Y-size); playerSprite = new Sprite(spriteSheet1, framePosition01X, framePosition01Y, frameSize, frameSize); enemySprite = new Sprite(spriteSheet1, framePosition02X, framePosition02Y, frameSize, frameSize); textBackgroundSprite = new Sprite(spriteSheet1, framePosition03X, framePosition03Y, frameSize, frameSize); pauseButtonSprite = new Sprite(spriteSheet1, framePosition04X, framePosition04Y, frameSize, frameSize); leftArrowSprite = new Sprite(spriteSheet1, framePosition05X, framePosition05Y, frameSize, frameSize); upArrowSprite = new Sprite(spriteSheet1, framePosition06X, framePosition06Y, frameSize, frameSize); leftArrowSpritePressed = new Sprite(spriteSheet1, framePosition07X, framePosition07Y, frameSize, frameSize); upArrowSpritePressed = new Sprite(spriteSheet1, framePosition08X, framePosition08Y, frameSize, frameSize); sightVerticalDownSprite = new Sprite(spriteSheet1, framePosition09X, framePosition09Y, frameSize, frameSize); sightHorisontalRightSprite = new Sprite(spriteSheet1, framePosition10X, framePosition10Y, frameSize, frameSize); levelButtonSprite = new Sprite(spriteSheet1, framePosition11X, framePosition11Y, frameSize, frameSize); lockedLevelSprite = new Sprite(spriteSheet1, framePosition12X, framePosition12Y, frameSize, frameSize); yellowButtonSprite = new Sprite(spriteSheet1, framePosition13X, framePosition13Y, frameSize, frameSize); creditsButtonSprite = new Sprite(spriteSheet1, framePosition14X, framePosition14Y, frameSize, frameSize); restartButtonSprite = new Sprite(spriteSheet1, framePosition15X, framePosition15Y, frameSize, frameSize); levelSelectMenuSprite = new Sprite(spriteSheet1, framePosition16X, framePosition16Y, frameSize, frameSize); //initialising a sprite for an enemy sight pointing up from the sprite for a sight facing down sightVerticalUpSprite = new Sprite(spriteSheet1, framePosition09X, framePosition09Y, frameSize, frameSize); //the sprite needs to be flipped vertically (boolean X, boolean Y) sightVerticalUpSprite.flip(false, true); //initialising a sprite for an enemy sight pointing left from the sprite for a sight facing right sightHorisontalLeftSprite = new Sprite(spriteSheet1, framePosition10X, framePosition10Y, frameSize, frameSize); //the sprite needs to be flipped horizontally (boolean X, boolean Y) sightHorisontalLeftSprite.flip(true, false); //sprite for the right arrow of GUI controls rightArrowSprite = new Sprite(spriteSheet1, framePosition05X, framePosition05Y, frameSize, frameSize); //needs to be flipped horizontally (boolean X, boolean Y) rightArrowSprite.flip(true, false); //sprite for when the right arrow of GUI controls is pressed rightArrowSpritePressed = new Sprite(spriteSheet1, framePosition07X, framePosition07Y, frameSize, frameSize); //needs to be flipped horizontally (boolean X, boolean Y) rightArrowSpritePressed.flip(true, false); //sprite for the down arrow of GUI controls downArrowSprite = new Sprite(spriteSheet1, framePosition06X, framePosition06Y, frameSize, frameSize); //needs to be flipped vertically (boolean X, boolean Y) downArrowSprite.flip(false, true); //sprite for when the down arrow of GUI controls is pressed downArrowSpritePressed = new Sprite(spriteSheet1, framePosition08X, framePosition08Y, frameSize, frameSize); //needs to be flipped vertically (boolean X, boolean Y) downArrowSpritePressed.flip(false, true); //locating the second sprite sheet spriteSheet2 = new Texture(Gdx.files.internal("sprite_sheet_2.png")); //declaring each sprite, (what texture are they from, X-position, Y-position, X-size, Y-size); soundOnSprite = new Sprite(spriteSheet2, framePosition01X, framePosition01Y, frameSize, frameSize); soundOffSprite = new Sprite(spriteSheet2, framePosition02X, framePosition02Y, frameSize, frameSize); pauseBackgroundSprite = new Sprite(spriteSheet2, framePosition03X, framePosition03Y, frameSize, frameSize); exitButtonSprite = new Sprite(spriteSheet2, framePosition04X, framePosition04Y, frameSize, frameSize); doorSprite = new Sprite(spriteSheet2, framePosition05X, framePosition05Y, frameSize, frameSize); backButtonSprite = new Sprite(spriteSheet2, framePosition06X, framePosition06Y, frameSize, frameSize); doorButtonSprite = new Sprite(spriteSheet2, framePosition07X, framePosition07Y, frameSize, frameSize); doorButtonActiveSprite = new Sprite(spriteSheet2, framePosition08X, framePosition08Y, frameSize, frameSize); wallSprite1 = new Sprite(spriteSheet2, framePosition09X, framePosition09Y, frameSize, frameSize); wallSprite2 = new Sprite(spriteSheet2, framePosition10X, framePosition10Y, frameSize, frameSize); wallSprite3 = new Sprite(spriteSheet2, framePosition11X, framePosition11Y, frameSize, frameSize); wallSprite4 = new Sprite(spriteSheet2, framePosition12X, framePosition12Y, frameSize, frameSize); wallSprite5 = new Sprite(spriteSheet2, framePosition13X, framePosition13Y, frameSize, frameSize); //-----------------------------------Screen-bounds-rectangles--------------------------------------- //rectange shape for screen boundaries (X-position, Y-position, X-width, Y-height) screenBounds_left = new Rectangle(-10, 0, 10, 1080); screenBounds_right = new Rectangle(1915, 0, 10, 1080); screenBounds_top = new Rectangle(0, 1080, 1925, 10); screenBounds_bottom = new Rectangle(0, 290, 1925, 10); //-------------------------------------Setting-up-fonts--------------------------------------------- fontRobotoRegular = new BitmapFont(Gdx.files.internal("fonts/roboto_regular_bitmap.fnt"), false); fontRobotoRegular.setColor(Color.BLACK); fontRobotoRegular.getData().setScale(1f); fontRobotoThinBold = new BitmapFont(Gdx.files.internal("fonts/roboto_thin_bold_bitmap.fnt"), false); fontRobotoThinBold.setColor(Color.BLACK); fontRobotoThinBold.getData().setScale(1f); //----------------------------------Strings-used-by-the-game---------------------------------------- trackTitle = "<---"; trackArtist = "Please"; trackAlbum = "Select"; license = "a"; licenseLink = "Music"; changesMade = "Track"; //---------------------------------Preferences-for-user-data---------------------------------------- //create of load the preferences XML file prefs = Gdx.app.getPreferences(PAPERSCAPE_PREFERENCES); //if there is no value for completed level, then set it to 1 if (!prefs.contains(MAX_LEVEL_COMPLETED)) { prefs.putInteger(MAX_LEVEL_COMPLETED, 1); //save the preferences file prefs.flush(); } //if there is no value for volume being toggled, then set it to true if (!prefs.contains(SOUND_IS_TOGGLED)) { prefs.putBoolean(SOUND_IS_TOGGLED, true); //save the preferences file prefs.flush(); } //if there is no value for the total amount of stars, set it to 0 if (!prefs.contains(TOTAL_STARS_COLLECTED)) { prefs.putInteger(TOTAL_STARS_COLLECTED, 0); //save the preferences file prefs.flush(); } //if there is no value for the current amount of stars, set it to 0 if (!prefs.contains(CURRENT_AMOUNT_OF_STARS)) { prefs.putInteger(CURRENT_AMOUNT_OF_STARS, 0); //save the preferences file prefs.flush(); } //if there is no value for the total amount of deaths, set it to 0 if (!prefs.contains(TOTAL_DEATHS)) { prefs.putInteger(TOTAL_DEATHS, 0); //save the preferences file prefs.flush(); } //----------------------------Loading Music and Sounds to assetManager-------------------- assetManager = new AssetManager(); //store a sound object in the assetManager assetManager.load("sounds/star_pickup.mp3", Sound.class); //load all of the music files used by game //menu music assetManager.load("sounds/dj.mp3", Music.class); //level music assetManager.load("sounds/acid_jazz.ogg", Music.class); //level complete music assetManager.load("sounds/new_hamra.mp3", Music.class); //captured music assetManager.load("sounds/autoguano.mp3", Music.class); //tell the assetManager that all loading is done assetManager.finishLoading(); //output the current max level completed to the console Gdx.app.log(MAX_LEVEL_COMPLETED, Integer.toString(getMaxLevelCompleted())); //-------------------------------------------------------------------------------------------------- }
From source file:com.pong.game.WorldRenderer.java
public WorldRenderer(Ball ball, Paddle player1, Paddle player2, int player1Score, int player2Score) { this.ball = ball; this.player1 = player1; this.player2 = player2; rend = new ShapeRenderer(); font = new BitmapFont(); this.player1Score = player1Score; this.player2Score = player2Score; batch = new SpriteBatch(); }
From source file:com.prisonbreak.game.MapControlRenderer.java
public MapControlRenderer(TiledMap map) { super(map);// w w w. ja v a 2 s. c o m state = STATE.ONGOING; // ui components for "interaction conversation" stage = new Stage(); // create new player player = new Player(); player.setMapControlRenderer(this); // add map to player setPlayerToSpawm(); // add Player at spawming point of the map // extract a grid identifying position of walls -> for detecting collision extractBlockedWalls(); // stored in blockedWallUnitGrid // get list of static (blocked) objects staticObjects = map.getLayers().get("ObjectCollision").getObjects(); // get list of door objects doorObjects = map.getLayers().get("DoorCollision").getObjects(); // get list of interaction objects interactionObjects = map.getLayers().get("ObjectInteraction").getObjects(); // extract winning location winningLocation = map.getLayers().get("SpecialLocations").getObjects().get("winningPoint"); // initialize list of items, and message tree initializeListItems(); initializeMessageTree(); // initialize tiles // tiles = new Array<TiledMapTile>(); // initialize list of guards in the map initializeGuards(); // create camera camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); camera.translate(player.x, player.y); // create shape renderer shapeRenderer = new ShapeRenderer(); }
From source file:com.quadbits.gdxhelper.LWPGameModule.java
License:Apache License
@Provides
@PerGame
ShapeRenderer provideShapeRenderer() {
return new ShapeRenderer();
}
From source file:com.ray3k.skincomposer.GradientDrawable.java
License:Open Source License
/** * //from w ww. j a va2s. co m * @param col1 bottom left color * @param col2 bottom right color * @param col3 top right color * @param col4 top left color */ public GradientDrawable(Color col1, Color col2, Color col3, Color col4) { if (g == null) g = new ShapeRenderer(); this.col1 = new Color(); this.col2 = new Color(); this.col3 = new Color(); this.col4 = new Color(); setCol1(col1); setCol2(col2); setCol3(col3); setCol4(col4); borderLeft = 0.0f; borderTop = 0.0f; borderRight = 0.0f; borderBottom = 0.0f; }
From source file:com.redthirddivision.astilade.entities.Entity.java
License:Apache License
public Entity(World world, Vector2 position, Texture2D texture) { this.world = world; this.position = position; this.texture = texture; this.sr = new ShapeRenderer(); xTile = (int) (position.x / 64); yTile = (int) (position.y / 64); world.addEntity(this); }
From source file:com.ridiculousRPG.DebugHelper.java
License:Apache License
public static void debugEvents(List<EventObject> dynamicRegions) { if (debugRenderer == null) debugRenderer = new ShapeRenderer(); debugRenderer.setProjectionMatrix(GameBase.$().getCamera().projection); debugRenderer.begin(ShapeType.Rectangle); for (EventObject ev : dynamicRegions) { if (ev.visible) { debugRenderer.setColor(.7f, .7f, .7f, 1f); debugRenderer.rect(ev.drawBound.x, ev.drawBound.y, ev.drawBound.width, ev.drawBound.height); }/*w w w .jav a 2 s .c om*/ debugRenderer.setColor(ev.blockingBehavior.color); debugRenderer.rect(ev.getX(), ev.getY(), Math.max(1, ev.getWidth()), Math.max(1, ev.getHeight())); if (ev.name != null) { getTextMapDebugger().addMessage(ev.name, ev.blockingBehavior.color.toFloatBits(), ev.drawBound.x + 2f, ev.drawBound.y + ev.drawBound.height - 2, 0f, true); } } debugRenderer.end(); }
From source file:com.ridiculousRPG.DebugHelper.java
License:Apache License
public static void debugRectangle(Color color, Matrix4 transform, Rectangle... rects) { if (debugRenderer == null) debugRenderer = new ShapeRenderer(); debugRenderer.setProjectionMatrix(GameBase.$().getCamera().projection); if (transform != null) debugRenderer.setTransformMatrix(transform); debugRenderer.begin(ShapeType.Rectangle); debugRenderer.setColor(color);//from ww w . j ava 2 s. com for (Rectangle r : rects) { debugRenderer.rect(r.x, r.y, r.width, r.height); } if (transform != null) debugRenderer.identity(); debugRenderer.end(); }
From source file:com.saltosion.gladiator.systems.RenderingSystem.java
License:Open Source License
@Override public void addedToEngine(Engine engine) { updateEntities(engine);/*from www . j av a2s . c o m*/ batch = new SpriteBatch(); font = new BitmapFont(Gdx.files.internal("fonts/font.fnt")); font.setUseIntegerPositions(false); debugRenderer = new ShapeRenderer(); particleRenderer = new ShapeRenderer(); camera = new OrthographicCamera(); camera.setToOrtho(false, 1, 1); fontCamera = new OrthographicCamera(); fontCamera.setToOrtho(false, Global.FONT_SCALE, Global.FONT_SCALE); drawableText = new ArrayList<TextObject>(); }
From source file:com.sidereal.dolphinoes.architecture.GameBatch.java
License:Apache License
/** Common initialisation code between the two constructors of {@link GameBatch}, initialising variables in the * scene./*from ww w . j a v a 2 s . c o m*/ * <p> * If the scene or the batch name are null, a {@link GdxRuntimeException} is thrown. * * @param scene * The scene in which to add the game batch. * @param name * name of the gameBatch, used for retrieval of Batch using {@link GameScene#getGameBatch(String)}. */ private final void initialiseBatch(GameScene scene, String name) { if (scene == null) throw new GdxRuntimeException("GameScene parameter passed to GameBatch is null"); if (name == null) throw new GdxRuntimeException("String parameter passed to GameBatch is null"); this.scene = scene; this.name = name; this.shapeRenderer = new ShapeRenderer(); this.shapeRenderer.setAutoShapeType(true); this.spriteBatch = new SpriteBatch(); this.objects = new ArrayList<GameObject>(); this.priorityLevel = 0; this.sort = true; this.objectsComparator = new Comparator<GameObject>() { @Override public int compare(GameObject o1, GameObject o2) { if (o1.pos.getZ() != o2.pos.getZ()) { return (int) (o1.pos.getZ() - o2.pos.getZ()); } else { return (int) o2.pos.getY() - (int) o1.pos.getY(); } } }; updateThread = new Thread(new Runnable() { @Override public void run() { doUpdate(); } }); }