Java Code Examples for com.badlogic.gdx.graphics.g2d.SpriteBatch#end()

The following examples show how to use com.badlogic.gdx.graphics.g2d.SpriteBatch#end() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: GigaGalHud.java    From ud406 with MIT License 6 votes vote down vote up
public void render(SpriteBatch batch, int lives, int ammo, int score) {
    viewport.apply();
    batch.setProjectionMatrix(viewport.getCamera().combined);
    batch.begin();
    final String hudString =
            Constants.HUD_SCORE_LABEL + score + "\n" +
                    Constants.HUD_AMMO_LABEL + ammo;

    font.draw(batch, hudString, Constants.HUD_MARGIN, viewport.getWorldHeight() - Constants.HUD_MARGIN);
    final TextureRegion standingRight = Assets.instance.gigaGalAssets.standingRight;
    for (int i = 1; i <= lives; i++) {
        final Vector2 drawPosition = new Vector2(
                viewport.getWorldWidth() - i * (Constants.HUD_MARGIN / 2 + standingRight.getRegionWidth()),
                viewport.getWorldHeight() - Constants.HUD_MARGIN - standingRight.getRegionHeight()
        );
        Utils.drawTextureRegion(
                batch,
                standingRight,
                drawPosition
        );
    }
    batch.end();
}
 
Example 2
Source File: GameOverOverlay.java    From ud406 with MIT License 6 votes vote down vote up
public void render(SpriteBatch batch) {

        viewport.apply();
        batch.setProjectionMatrix(viewport.getCamera().combined);
        batch.begin();

        // TODO: Draw a game over message
        // Feel free to get more creative with this screen. Perhaps you could cover the screen in enemy robots?

        float timeElapsed = Utils.secondsSince(startTime);
        int enemiesToShow = (int) (Constants.ENEMY_COUNT * (timeElapsed / Constants.LEVEL_END_DURATION));

        for (int i = 0; i < enemiesToShow; i++){
            Enemy enemy = enemies.get(i);
            enemy.update(0);
            enemy.render(batch);
        }

        font.draw(batch, Constants.GAME_OVER_MESSAGE, viewport.getWorldWidth() / 2, viewport.getWorldHeight() / 2.5f, 0, Align.center, false);

        batch.end();

    }
 
Example 3
Source File: NavMeshDebugDrawer.java    From GdxDemo3D with Apache License 2.0 6 votes vote down vote up
private void drawNavMeshIndices(SpriteBatch spriteBatch, Camera camera, BitmapFont font) {
	// TODO: Get rid of all the transform matrix setting
	if (spriteBatch.isDrawing()) {
		spriteBatch.end();
	}
	spriteBatch.begin();
	spriteBatch.setProjectionMatrix(camera.combined);
	for (int i = 0; i < navMesh.graph.getNodeCount(); i++) {
		Triangle t = navMesh.graph.getTriangleFromGraphIndex(i);
		if (triangleIsVisible(t)) {
			tmpMatrix.set(camera.view).inv().getRotation(tmpQuat);
			tmpMatrix.setToTranslation(t.centroid).rotate(tmpQuat);
			spriteBatch.setTransformMatrix(tmpMatrix);
			font.draw(spriteBatch, Integer.toString(t.triIndex), 0, 0);
		}
	}
	spriteBatch.end();
}
 
Example 4
Source File: GigaGalHud.java    From ud406 with MIT License 6 votes vote down vote up
public void render(SpriteBatch batch, int lives, int ammo, int score) {
    viewport.apply();
    batch.setProjectionMatrix(viewport.getCamera().combined);
    batch.begin();
    final String hudString =
            Constants.HUD_SCORE_LABEL + score + "\n" +
                    Constants.HUD_AMMO_LABEL + ammo;

    font.draw(batch, hudString, Constants.HUD_MARGIN, viewport.getWorldHeight() - Constants.HUD_MARGIN);
    final TextureRegion standingRight = Assets.instance.gigaGalAssets.standingRight;
    for (int i = 1; i <= lives; i++) {
        final Vector2 drawPosition = new Vector2(
                viewport.getWorldWidth() - i * (Constants.HUD_MARGIN / 2 + standingRight.getRegionWidth()),
                viewport.getWorldHeight() - Constants.HUD_MARGIN - standingRight.getRegionHeight()
        );
        Utils.drawTextureRegion(
                batch,
                standingRight,
                drawPosition
        );
    }
    batch.end();
}
 
Example 5
Source File: CraftingScreen.java    From TerraLegion with MIT License 6 votes vote down vote up
@Override
public void render(SpriteBatch sb) {
	sb.setProjectionMatrix(camera.combined);
	sb.begin();
	sb.draw(bg, 0, 0);
	itemNameLabel.render(sb);
	itemInfoLabel.render(sb);
	cancelBtn.render(sb);
	craftingBtn.render(sb);
	invBtn.render(sb);
	if (selectedRecipe != null)
		craftBtn.render(sb);
	sb.end();

	stage.draw();
}
 
Example 6
Source File: GigaGalHud.java    From ud406 with MIT License 5 votes vote down vote up
public void render(SpriteBatch batch, int lives, int ammo, int score) {
    viewport.apply();
    batch.setProjectionMatrix(viewport.getCamera().combined);
    batch.begin();

    // TODO: Draw GigaGal's score and ammo count in the top left of the viewport
    final String hudString =
            Constants.HUD_SCORE_LABEL + score + "\n" +
                    Constants.HUD_AMMO_LABEL + ammo;

    font.draw(batch, hudString, Constants.HUD_MARGIN, viewport.getWorldHeight() - Constants.HUD_MARGIN);

    // TODO: Draw a tiny GigaGal in the top right for each life left
    final TextureRegion standingRight = Assets.instance.gigaGalAssets.standingRight;
    for (int i = 1; i <= lives; i++) {
        final Vector2 drawPosition = new Vector2(
                viewport.getWorldWidth() - i * (Constants.HUD_MARGIN / 2 + standingRight.getRegionWidth()),
                viewport.getWorldHeight() - Constants.HUD_MARGIN - standingRight.getRegionHeight()
        );
        Utils.drawTextureRegion(
                batch,
                standingRight,
                drawPosition
        );
    }

    batch.end();
}
 
Example 7
Source File: SlideUpAnimation.java    From Radix with MIT License 5 votes vote down vote up
@Override
public void init() {
    super.init();
    fbo = new FrameBuffer(Pixmap.Format.RGBA4444, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), false);
    fboTex = fbo.getColorBufferTexture();
    Gdx.gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    Gdx.gl.glEnable(GL_BLEND);
    SpriteBatch batch = new SpriteBatch();
    batch.setProjectionMatrix(RadixClient.getInstance().getHudCamera().combined);
    fbo.bind();
    batch.begin();
    currentScreen.render(false, batch);
    batch.end();
    FrameBuffer.unbind();
}
 
Example 8
Source File: Level.java    From ud406 with MIT License 5 votes vote down vote up
public void render(SpriteBatch batch) {

        viewport.apply();

        batch.setProjectionMatrix(viewport.getCamera().combined);
        batch.begin();

        for (Platform platform : platforms) {
            platform.render(batch);
        }

        exitPortal.render(batch);

        for (Powerup powerup : powerups) {
            powerup.render(batch);
        }

        for (Enemy enemy : enemies) {
            enemy.render(batch);
        }
        gigaGal.render(batch);

        for (Bullet bullet : bullets) {
            bullet.render(batch);
        }

        for (Explosion explosion : explosions) {
            explosion.render(batch);
        }

        batch.end();
    }
 
Example 9
Source File: Level.java    From ud406 with MIT License 5 votes vote down vote up
public void render(SpriteBatch batch) {

        viewport.apply();

        batch.setProjectionMatrix(viewport.getCamera().combined);
        batch.begin();

        for (Platform platform : platforms) {
            platform.render(batch);
        }

        exitPortal.render(batch);

        for (Powerup powerup : powerups) {
            powerup.render(batch);
        }

        for (Enemy enemy : enemies) {
            enemy.render(batch);
        }
        gigaGal.render(batch);

        for (Bullet bullet : bullets) {
            bullet.render(batch);
        }

        for (Explosion explosion : explosions) {
            explosion.render(batch);
        }

        batch.end();
    }
 
Example 10
Source File: MatrixSpellerScreen.java    From buffer_bci with GNU General Public License v3.0 5 votes vote down vote up
@Override
    public void draw(){

    // Clear screen.
    Gdx.gl.glClearColor(0,0,0,0);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
    SpriteBatch batch = new SpriteBatch();
    batch.begin();

    batch.disableBlending();
    int si=0;
    for (int x = 0; x < symbols.length; x++) {
        for (int y = 0; y < symbols[0].length; y++) {
            if( si< _ss.length ){
                if( _ss[si] <= 0 ){ // background
                    bgGrid[x][y].draw(batch);
                } else if ( _ss[si] == 1 ){ // foreground
                    fgGrid[x][y].draw(batch);
                } else if ( _ss[si] == 2 ){ // target
                    tgtGrid[x][y].draw(batch);
                } else if ( _ss[si] == 3 ){ // feedback
                    fbGrid[x][y].draw(batch);
                }
            } else { // if not given then set to BG
                bgGrid[x][y].draw(batch);
            }
            si++;
        }
    }
    batch.end();
}
 
Example 11
Source File: Level.java    From ud406 with MIT License 5 votes vote down vote up
public void render(SpriteBatch batch) {

        viewport.apply();

        batch.setProjectionMatrix(viewport.getCamera().combined);
        batch.begin();

        for (Platform platform : platforms) {
            platform.render(batch);
        }

        exitPortal.render(batch);

        for (Powerup powerup : powerups) {
            powerup.render(batch);
        }

        for (Enemy enemy : enemies) {
            enemy.render(batch);
        }
        gigaGal.render(batch);

        for (Bullet bullet : bullets) {
            bullet.render(batch);
        }

        for (Explosion explosion : explosions) {
            explosion.render(batch);
        }

        batch.end();
    }
 
Example 12
Source File: Level.java    From ud406 with MIT License 4 votes vote down vote up
public void render(SpriteBatch batch) {
    batch.begin();
    gigaGal.render(batch);
    batch.end();
}
 
Example 13
Source File: Sprite3DRenderer.java    From bladecoder-adventure-engine with Apache License 2.0 4 votes vote down vote up
@Override
public void draw(SpriteBatch batch, float x, float y, float scaleX, float scaleY, float rotation, Color tint) {

	x = x - getWidth() / 2 * scaleX;

	if (USE_FBO) {
		if (tint != null)
			batch.setColor(tint);

		batch.draw(tex, x, y, 0, 0, width, height, scaleX, scaleY, 0);

		if (tint != null)
			batch.setColor(Color.WHITE);
	} else {
		float p0x, p0y, pfx, pfy;

		updateViewport();

		// get screen coords for x and y
		tmp.set(x, y, 0);

		tmp.mul(batch.getTransformMatrix());
		tmp.prj(batch.getProjectionMatrix());
		p0x = VIEWPORT.width * (tmp.x + 1) / 2;
		p0y = VIEWPORT.height * (tmp.y + 1) / 2;

		tmp.set(x + width * scaleX, y + height * scaleY, 0);
		tmp.mul(batch.getTransformMatrix());
		tmp.prj(batch.getProjectionMatrix());
		pfx = VIEWPORT.width * (tmp.x + 1) / 2;
		pfy = VIEWPORT.height * (tmp.y + 1) / 2;

		batch.end();

		Gdx.gl20.glViewport((int) (p0x + VIEWPORT.x), (int) (p0y + VIEWPORT.y), (int) (pfx - p0x),
				(int) (pfy - p0y));

		Gdx.gl.glClear(GL20.GL_DEPTH_BUFFER_BIT
				| (Gdx.graphics.getBufferFormat().coverageSampling ? GL20.GL_COVERAGE_BUFFER_BIT_NV : 0));

		drawModel();

		Gdx.gl20.glViewport((int) VIEWPORT.x, (int) VIEWPORT.y, (int) VIEWPORT.width, (int) VIEWPORT.height);
		batch.begin();
	}
}
 
Example 14
Source File: Level.java    From ud406 with MIT License 4 votes vote down vote up
public void render(SpriteBatch batch) {
    batch.begin();
    gigaGal.render(batch);
    batch.end();
}
 
Example 15
Source File: Level.java    From ud406 with MIT License 4 votes vote down vote up
public void render(SpriteBatch batch) {
    batch.begin();
    gigaGal.render(batch);
    batch.end();
}
 
Example 16
Source File: OnscreenControls.java    From ud406 with MIT License 4 votes vote down vote up
public void render(SpriteBatch batch) {

        viewport.apply();
        batch.setProjectionMatrix(viewport.getCamera().combined);
        batch.begin();

        if (!Gdx.input.isTouched(jumpPointer)) {
            gigaGal.jumpButtonPressed = false;
            jumpPointer = 0;
        }

        if (!Gdx.input.isTouched(moveLeftPointer)) {
            gigaGal.leftButtonPressed = false;
            moveLeftPointer = 0;
        }

        if (!Gdx.input.isTouched(moveRightPointer)) {
            gigaGal.rightButtonPressed = false;
            moveRightPointer = 0;
        }

        Utils.drawTextureRegion(
                batch,
                Assets.instance.onscreenControlsAssets.moveLeft,
                moveLeftCenter,
                Constants.BUTTON_CENTER
        );

        Utils.drawTextureRegion(
                batch,
                Assets.instance.onscreenControlsAssets.moveRight,
                moveRightCenter,
                Constants.BUTTON_CENTER
        );

        Utils.drawTextureRegion(
                batch,
                Assets.instance.onscreenControlsAssets.shoot,
                shootCenter,
                Constants.BUTTON_CENTER
        );

        Utils.drawTextureRegion(
                batch,
                Assets.instance.onscreenControlsAssets.jump,
                jumpCenter,
                Constants.BUTTON_CENTER
        );
        batch.end();

    }
 
Example 17
Source File: CreditsScreen.java    From bladecoder-adventure-engine with Apache License 2.0 4 votes vote down vote up
@Override
public void render(float delta) {
	final SpriteBatch batch = ui.getBatch();
	final int width = (int) viewport.getWorldWidth();
	final int height = (int) viewport.getWorldHeight();

	Gdx.gl.glClearColor(0, 0, 0, 1);
	Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

	batch.setProjectionMatrix(viewport.getCamera().combined);
	batch.begin();

	if (style.background != null) {
		style.background.draw(batch, 0, 0, width, height);
	}

	scrollY += delta * SPEED * EngineAssetManager.getInstance().getScale();

	float y = scrollY;

	if (stringHead >= credits.size())
		ui.setCurrentScreen(Screens.MENU_SCREEN);

	for (int i = stringHead; i < credits.size(); i++) {
		String s = credits.get(i);

		char type = 'c'; // types are 'c' -> credit, 't' -> title, 'i' -> image, 's' -> space, 'm' ->
							// music

		if (s.indexOf('#') != -1) {
			type = s.charAt(0);
			s = s.substring(2);
		}

		switch (type) {
		case 't':
			y = processCreditTitle(batch, width, height, y, i, s);
			break;
		case 'i':
			y = processCreditImage(batch, width, height, y, i, s);
			break;
		case 's':
			y = processCreditSpace(height, y, i, s);
			break;
		case 'm':
			processCreditMusic(s);
			credits.remove(i);
			i--;
			break;
		default:
			y = processCreditDefault(batch, width, height, y, i, s);
			break;
		}

		if (y < 0) {
			break;
		}
	}

	batch.end();
}
 
Example 18
Source File: VictoryOverlay.java    From ud406 with MIT License 3 votes vote down vote up
public void render(SpriteBatch batch) {

        viewport.apply();
        batch.setProjectionMatrix(viewport.getCamera().combined);
        batch.begin();

        for (Explosion explosion : explosions){
            explosion.render(batch);
        }

        font.draw(batch, Constants.VICTORY_MESSAGE, viewport.getWorldWidth() / 2, viewport.getWorldHeight() / 2.5f, 0, Align.center, false);

        batch.end();

    }
 
Example 19
Source File: GameOverOverlay.java    From ud406 with MIT License 3 votes vote down vote up
public void render(SpriteBatch batch) {

        viewport.apply();
        batch.setProjectionMatrix(viewport.getCamera().combined);
        batch.begin();

        // TODO: Draw a game over message
        // Feel free to get more creative with this screen. Perhaps you could cover the screen in enemy robots?


        batch.end();

    }
 
Example 20
Source File: VictoryOverlay.java    From ud406 with MIT License 3 votes vote down vote up
public void render(SpriteBatch batch) {

        viewport.apply();
        batch.setProjectionMatrix(viewport.getCamera().combined);
        batch.begin();

        for (Explosion explosion : explosions){
            explosion.render(batch);
        }

        font.draw(batch, Constants.VICTORY_MESSAGE, viewport.getWorldWidth() / 2, viewport.getWorldHeight() / 2.5f, 0, Align.center, false);

        batch.end();

    }