@Override public void render () { Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1.0f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); for (int i = 0; i < sprites.size(); i++) { sprites.get(i).draw(batch); } batch.end(); } }
public void draw (Batch batch, float alphaModulation) { float oldAlpha = getColor().a; setAlpha(oldAlpha * alphaModulation); draw(batch); setAlpha(oldAlpha); }
public void draw (Batch batch, float alphaModulation) { float oldAlpha = getColor().a; setAlpha(oldAlpha * alphaModulation); draw(batch); setAlpha(oldAlpha); }
@Override public void render () { Gdx.gl.glClearColor(0, 1, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); spriteBatch.begin(); logoSprite.setSize(256, 256); logoSprite.draw(spriteBatch); spriteBatch.end(); }
public void render () { Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); sprite.draw(batch); font.draw(batch, "fps:" + Gdx.graphics.getFramesPerSecond(), 26, 65); batch.end(); }
public void render () { time += Gdx.graphics.getDeltaTime(); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); renderer.begin(ShapeType.Line); renderer.rect(10, 10, 256, 256); renderer.end(); batch.begin(); // badlogic.draw(batch); // star.draw(batch); // font.draw(batch, "This font was packed!", 26, 65); badlogicSmall.draw(batch); // batch.draw(jumpAnimation.getKeyFrame(time, true), 100, 100); batch.end(); }
public void draw (Batch batch, float x, float y, float width, float height) { Color spriteColor = sprite.getColor(); temp.set(spriteColor); sprite.setColor(spriteColor.mul(batch.getColor())); sprite.setRotation(0); sprite.setScale(1, 1); sprite.setBounds(x, y, width, height); sprite.draw(batch); sprite.setColor(temp); }
public void draw (Batch batch, float x, float y, float width, float height) { Color spriteColor = sprite.getColor(); temp.set(spriteColor); sprite.setColor(spriteColor.mul(batch.getColor())); sprite.setRotation(0); sprite.setScale(1, 1); sprite.setBounds(x, y, width, height); sprite.draw(batch); sprite.setColor(temp); }
public void draw (Batch batch, float x, float y, float originX, float originY, float width, float height, float scaleX, float scaleY, float rotation) { Color spriteColor = sprite.getColor(); temp.set(spriteColor); sprite.setColor(spriteColor.mul(batch.getColor())); sprite.setOrigin(originX, originY); sprite.setRotation(rotation); sprite.setScale(scaleX, scaleY); sprite.setBounds(x, y, width, height); sprite.draw(batch); sprite.setColor(temp); }
public void draw (Batch batch, float x, float y, float originX, float originY, float width, float height, float scaleX, float scaleY, float rotation) { Color spriteColor = sprite.getColor(); temp.set(spriteColor); sprite.setColor(spriteColor.mul(batch.getColor())); sprite.setOrigin(originX, originY); sprite.setRotation(rotation); sprite.setScale(scaleX, scaleY); sprite.setBounds(x, y, width, height); sprite.draw(batch); sprite.setColor(temp); }
@Override public void render () { Gdx.gl.glClearColor(0.7f, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); spriteBatch.begin(); logoSprite.draw(spriteBatch); switch (renderMode) { case 0: renderSingleLine(); break; case 1: renderSingleLineCached(); break; case 2: renderWrapped(); break; case 3: renderWrappedCached(); break; case 4: renderMultiLine(); break; case 5: renderMultiLineCached(); break; } spriteBatch.end(); }
if (angleInc != 0) sprites3[i].rotate(angleInc); // this is aids if (scale != 1) sprites3[i].setScale(scale); // this is aids sprites3[i].draw(spriteBatch); if (angleInc != 0) sprites3[i].rotate(angleInc); // this is aids if (scale != 1) sprites3[i].setScale(scale); // this is aids sprites3[i].draw(spriteBatch);
@Override public void render () { // clear the screen, update the camera and make the sprite batch // use its matrices. Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); camera.update(); batch.setProjectionMatrix(camera.combined); // render all the things, we render in a y-down // cartesian coordinate system batch.begin(); // drawing a region, x and y will be the top left corner of the region, would be bottom left // with y-up. batch.draw(region, 20, 100); // drawing text, x and y will be the top left corner for text, same as with y-up font.draw(batch, "This is a test", 270, 100); // drawing regions from an atlas, x and y will be the top left corner. // you shouldn't call findRegion every frame, cache the result. batch.draw(atlas.findRegion("badlogicsmall"), 360, 100); // drawing a sprite created from an atlas, FIXME wut?! AtlasSprite#setPosition seems to be wrong sprite.setColor(Color.RED); sprite.draw(batch); // finally we draw our current touch/mouse coordinates font.draw(batch, Gdx.input.getX() + ", " + Gdx.input.getY(), 0, 0); batch.end(); // tell the stage to act and draw itself stage.act(Gdx.graphics.getDeltaTime()); stage.draw(); }
@Override public void render () { red.a = (red.a + Gdx.graphics.getDeltaTime() * 0.1f) % 1; Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); spriteBatch.begin(); logoSprite.draw(spriteBatch); switch (renderMode) { case 0: font.getData().setScale(1); renderNormal("normal"); break; case 1: font.getData().setScale(1); renderCached(); break; case 2: font.getData().setScale(red.a + 0.5f); renderNormal("normal scaled"); break; case 3: font.getData().setScale(1); renderCachedScaled(); break; } spriteBatch.end(); }
@Override public void render () { Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); texture.bind(0); shader.begin(); shader.setUniformMatrix("u_projView", matrix); shader.setUniformi("u_texture", 0); mesh.render(shader, GL20.GL_TRIANGLES); shader.end(); batch.begin(); batch.draw(atlas.findRegion("font"), 0, 100); sprite.rotate(Gdx.graphics.getDeltaTime() * 45); for (Vector2 position : positions) { sprite.setPosition(position.x, position.y); sprite.draw(batch); } font.draw(batch, "fps:" + Gdx.graphics.getFramesPerSecond() + ", delta: " + Gdx.graphics.getDeltaTime() + ", #sprites: " + numSprites, 0, 30); cache.setPosition(200, 200); cache.draw(batch); batch.end(); }
bgImage.draw(spriteBatch);
bgImage.draw(spriteBatch);
for (int i = 0; i < sprites.length; i++) { sprites[i].draw(batch);