Java tutorial
/* * To change this license header, choose License Headers in Project Properties. * To change this template file, choose Tools | Templates * and open the template in the editor. */ package com.Screens; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Input; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.utils.viewport.FitViewport; import com.badlogic.gdx.utils.viewport.Viewport; import com.models.Block; import com.models.Mario; import com.models.World; /** * * @author rainy */ public class WorldRenderer { private SpriteBatch batch; private Viewport viewport; private OrthographicCamera camera; public final int V_WIDTH = 800; public final int V_HEIGHT = 600; private World world; private Mario mario; public WorldRenderer(World w) { world = w; camera = new OrthographicCamera(); viewport = new FitViewport(V_WIDTH, V_HEIGHT, camera); batch = new SpriteBatch(); AssetManager.load(); } public void render(float delta) { //clear the screen with black Gdx.gl20.glClearColor(0, 0, 0, 1); Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT); camera.position.x = V_WIDTH / 2f; camera.position.y = V_HEIGHT / 2f; camera.update(); //links the camera to the screen batch.setProjectionMatrix(camera.combined); //tells the renderer this is the list batch.begin(); for (Block b : world.getBlocks()) { batch.draw(AssetManager.block, b.getX(), b.getY()); } batch.draw(AssetManager.marioStand, mario.getX(), mario.getY()); //list of things to draw //finished listing things to draw batch.end(); } public void resize(int width, int height) { viewport.update(width, height); } }