public void render () { Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); world.step(Math.min(0.032f, Gdx.graphics.getDeltaTime()), 3, 4); cam.update(); renderer.render(world, cam.combined); }
@Override public void render () { // update the world with a fixed time step long startTime = TimeUtils.nanoTime(); world.step(Gdx.app.getGraphics().getDeltaTime(), 3, 3); float updateTime = (TimeUtils.nanoTime() - startTime) / 1000000000.0f; startTime = TimeUtils.nanoTime(); // clear the screen and setup the projection matrix Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); camera.update(); // render the world using the debug renderer renderer.render(world, camera.combined); float renderTime = (TimeUtils.nanoTime() - startTime) / 1000000000.0f; batch.begin(); font.draw(batch, "fps:" + Gdx.graphics.getFramesPerSecond() + ", update: " + updateTime + ", render: " + renderTime, 0, 20); batch.end(); }
cam.position.set(player.getPosition().x, player.getPosition().y, 0); cam.update(); renderer.render(world, cam.combined);
debugRenderer.render(world, camera.combined);
@Override public void update(float deltaTime) { super.update(deltaTime); debugRenderer.render(world, camera.combined); }
@Override public void render(float delta) { super.render(delta); box2dRender.render(world, Engine.getDefaultCamera().combined.scl(Box2dObject.RADIO)); }
@Override public void render () { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // If the game doesn't render at 60fps, the physics will go mental. That'll be covered in Box2DFixedTimeStepSample world.step(1/60f, 6, 2); debugRenderer.render(world, viewport.getCamera().combined); }
@Override public void render () { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // If the game doesn't render at 60fps, the physics will go mental. That'll be covered in Box2DFixedTimeStepSample world.step(1/60f, 6, 2); debugRenderer.render(world, viewport.getCamera().combined); }
@Override public void render(float delta) { Gdx.gl.glClearColor(1, 1, 1, 1); this.draw(); if (MainScene.INSTANCE.callUI.isDebug()) { if (PhysicalWorld.WORLD != null) { try { box2dRender.render(PhysicalWorld.WORLD, Engine.getDefaultCamera().combined.scl(Box2dObject.RADIO)); } catch (Exception ex) { ex.printStackTrace(); } } } }
@Override public void render () { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); world.step(1/60f, 6, 2); raycastManager.update(); debugRenderer.render(world, viewport.getCamera().combined); } }
@Override public void handle (Object source, Type type, Order order) { if (!isEnabled()) return; SpriteBatch batch = GameEvents.gameRenderer.batch; if (type == GameRendererEvent.Type.BatchDebug) { // render everything scaled for (DebugRenderable r : renderables) { if (renderFlags.contains(r.getFlag())) r.renderBatch(batch); } // save original transform matrix xform = batch.getTransformMatrix(); batch.setTransformMatrix(idt); // render static debug information unscaled render(batch); // restore original matrix batch.setTransformMatrix(xform); } else if (type == GameRendererEvent.Type.Debug) { if (renderFlags.contains(RenderFlags.BoundingBoxes3D)) { renderBoundingBoxes(GameEvents.gameRenderer.camPersp); } if (renderFlags.contains(RenderFlags.Box2DWireframe)) { b2drenderer.render(box2dWorld, GameEvents.gameRenderer.mtxOrthographicMvpMt); } for (DebugRenderable r : renderables) { if (renderFlags.contains(r.getFlag())) r.render(); } } } };
@Override public void render () { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); world.step(1/60f, 6, 2); updateCamera(); renderer.setView(camera); renderer.render(); debugRenderer.render(world, camera.combined); } }
@Override public void render () { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // Update timer float delta = Gdx.graphics.getDeltaTime(); if((time += delta) >= 1f) { //Every second time-=1f; createBalloon(); } for(Body balloon : balloons) // Keep balloons flying balloon.applyForceToCenter(buoyancyForce, true); world.step(1/60f, 6, 2); debugRenderer.render(world, viewport.getCamera().combined); freeBalloons(); }
@Override public void render () { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); world.step(1/60f, 6, 2); if(title != null) { batch.begin(); viewport.getCamera().project(point.set(SCENE_WIDTH*0.5f, 6.8f, 0)); font.draw(batch, title, point.x - titleWidth, point.y); batch.end(); } debugRenderer.render(world, viewport.getCamera().combined); } }
@Override public void render () { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); world.step(1/60f, 6, 2); batch.begin(); batch.setProjectionMatrix(viewport.getCamera().combined); // Draw actors player1.draw(batch); player2.draw(batch); dinosaur1.draw(batch); dinosaur2.draw(batch); batch.end(); debugRenderer.render(world, viewport.getCamera().combined); }
@Override public void render () { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); world.step(1/60f, 6, 2); sr.setProjectionMatrix(viewport.getCamera().combined); sr.begin(ShapeType.Filled); sr.setColor(Color.RED); sr.rect(0, 0, SCENE_WIDTH, 1f); sr.end(); rayHandler.setCombinedMatrix(viewport.getCamera().combined); rayHandler.updateAndRender(); debugRenderer.render(world, viewport.getCamera().combined); }
debugRdr.render(world, canvas.worldCamera.combined);
@Override public void render(float delta) { //separate our update logic from render update(delta); //Clear the game screen with Black Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); //render our game map renderer.render(); //renderer our Box2DDebugLines b2dr.render(world, gamecam.combined); game.batch.setProjectionMatrix(gamecam.combined); game.batch.begin(); player.draw(game.batch); for (Enemy enemy : creator.getEnemies()) enemy.draw(game.batch); for (Item item : items) item.draw(game.batch); game.batch.end(); //Set our batch to now draw what the Hud camera sees. game.batch.setProjectionMatrix(hud.stage.getCamera().combined); hud.stage.draw(); if(gameOver()){ game.setScreen(new GameOverScreen(game)); dispose(); } }
@Override public void render(float delta) { super.render(delta); camera.update(); if(live) world.step(delta * Properties.getFloat("level.world.step.scalar", 1f), 4, 4); spriteBatch.setProjectionMatrix(camera.combined); spriteBatch.begin(); gdxRenderer.render(assetManager, spriteBatch, gdxLevel, camera, null); spriteBatch.end(); for(IMode child : modes) child.render(delta, spriteBatch, camera, gdxRenderer, renderer); debugRenderer.render(world, camera.combined); if(Gdx.input.isKeyPressed(Keys.UP)) camera.position.y+=camera.zoom; if(Gdx.input.isKeyPressed(Keys.DOWN)) camera.position.y-=camera.zoom; if(Gdx.input.isKeyPressed(Keys.RIGHT)) camera.position.x+=camera.zoom; if(Gdx.input.isKeyPressed(Keys.LEFT)) camera.position.x-=camera.zoom; if(Gdx.input.isKeyPressed(Keys.SHIFT_LEFT) && Gdx.input.isKeyPressed(Keys.E)) scrolled(1); if(Gdx.input.isKeyPressed(Keys.SHIFT_LEFT) && Gdx.input.isKeyPressed(Keys.Q)) scrolled(-1); if(Gdx.input.isKeyPressed(Keys.S) && Gdx.input.isKeyPressed(Keys.CONTROL_LEFT)) gdxWorld.save(selectedFile); stage.draw(); }
debugRenderer.render(world, viewport.getCamera().combined);