com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType Java Examples
The following examples show how to use
com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType.
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Example #1
Source File: IciclesScreen.java From ud405 with MIT License | 6 votes |
@Override public void render(float delta) { player.update(delta); iciclesViewport.apply(true); Gdx.gl.glClearColor(Constants.BACKGROUND_COLOR.r, Constants.BACKGROUND_COLOR.g, Constants.BACKGROUND_COLOR.b, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); renderer.setProjectionMatrix(iciclesViewport.getCamera().combined); renderer.begin(ShapeType.Filled); renderer.setColor(Constants.ICICLE_COLOR); icicle.render(renderer); player.render(renderer); renderer.end(); }
Example #2
Source File: Player.java From ud405 with MIT License | 6 votes |
public void render(ShapeRenderer renderer) { renderer.setColor(Constants.PLAYER_COLOR); renderer.set(ShapeType.Filled); renderer.circle(position.x, position.y, Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_HEAD_SEGMENTS); Vector2 torsoTop = new Vector2(position.x, position.y - Constants.PLAYER_HEAD_RADIUS); Vector2 torsoBottom = new Vector2(torsoTop.x, torsoTop.y - 2 * Constants.PLAYER_HEAD_RADIUS); renderer.rectLine(torsoTop, torsoBottom, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoTop.x, torsoTop.y, torsoTop.x + Constants.PLAYER_HEAD_RADIUS, torsoTop.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoTop.x, torsoTop.y, torsoTop.x - Constants.PLAYER_HEAD_RADIUS, torsoTop.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoBottom.x, torsoBottom.y, torsoBottom.x + Constants.PLAYER_HEAD_RADIUS, torsoBottom.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoBottom.x, torsoBottom.y, torsoBottom.x - Constants.PLAYER_HEAD_RADIUS, torsoBottom.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); }
Example #3
Source File: IBLBuilder.java From gdx-gltf with Apache License 2.0 | 6 votes |
private void render(CubemapSide side, ShapeRenderer shapes, ShaderProgram shader, float strength, float exponent){ shader.begin(); shader.setUniformf("u_exponent", exponent); shader.setUniformf("u_ambient", color.r, color.g, color.b, 0f); shader.setUniformf("u_diffuse", color.r, color.g, color.b, strength); localDir.set(side.direction); localUp.set(side.up); // XXX patch if(side == CubemapSide.NegativeX || side == CubemapSide.PositiveX){ localDir.x = -localDir.x; } matrix.setToLookAt(localDir, localUp).tra(); localSunDir.set(direction).scl(-1, -1, 1).mul(matrix); // XXX patch again shader.setUniformf("u_direction", localSunDir); shapes.begin(ShapeType.Filled); shapes.rect(0, 0, 1, 1); shapes.end(); }
Example #4
Source File: IciclesScreen.java From ud405 with MIT License | 6 votes |
@Override public void render(float delta) { // TODO: Call update() on player player.update(delta); iciclesViewport.apply(true); Gdx.gl.glClearColor(Constants.BACKGROUND_COLOR.r, Constants.BACKGROUND_COLOR.g, Constants.BACKGROUND_COLOR.b, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); renderer.setProjectionMatrix(iciclesViewport.getCamera().combined); renderer.begin(ShapeType.Filled); renderer.setColor(Constants.ICICLE_COLOR); icicle.render(renderer); player.render(renderer); renderer.end(); }
Example #5
Source File: IciclesScreen.java From ud405 with MIT License | 6 votes |
@Override public void render(float delta) { // TODO: Call update() on player iciclesViewport.apply(true); Gdx.gl.glClearColor(Constants.BACKGROUND_COLOR.r, Constants.BACKGROUND_COLOR.g, Constants.BACKGROUND_COLOR.b, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); renderer.setProjectionMatrix(iciclesViewport.getCamera().combined); renderer.begin(ShapeType.Filled); renderer.setColor(Constants.ICICLE_COLOR); icicle.render(renderer); player.render(renderer); renderer.end(); }
Example #6
Source File: Player.java From ud405 with MIT License | 6 votes |
public void render(ShapeRenderer renderer) { renderer.setColor(Constants.PLAYER_COLOR); renderer.set(ShapeType.Filled); renderer.circle(position.x, position.y, Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_HEAD_SEGMENTS); Vector2 torsoTop = new Vector2(position.x, position.y - Constants.PLAYER_HEAD_RADIUS); Vector2 torsoBottom = new Vector2(torsoTop.x, torsoTop.y - 2 * Constants.PLAYER_HEAD_RADIUS); renderer.rectLine(torsoTop, torsoBottom, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoTop.x, torsoTop.y, torsoTop.x + Constants.PLAYER_HEAD_RADIUS, torsoTop.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoTop.x, torsoTop.y, torsoTop.x - Constants.PLAYER_HEAD_RADIUS, torsoTop.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoBottom.x, torsoBottom.y, torsoBottom.x + Constants.PLAYER_HEAD_RADIUS, torsoBottom.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoBottom.x, torsoBottom.y, torsoBottom.x - Constants.PLAYER_HEAD_RADIUS, torsoBottom.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); }
Example #7
Source File: Player.java From ud405 with MIT License | 6 votes |
public void render(ShapeRenderer renderer) { renderer.setColor(Constants.PLAYER_COLOR); renderer.set(ShapeType.Filled); renderer.circle(position.x, position.y, Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_HEAD_SEGMENTS); Vector2 torsoTop = new Vector2(position.x, position.y - Constants.PLAYER_HEAD_RADIUS); Vector2 torsoBottom = new Vector2(torsoTop.x, torsoTop.y - 2 * Constants.PLAYER_HEAD_RADIUS); renderer.rectLine(torsoTop, torsoBottom, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoTop.x, torsoTop.y, torsoTop.x + Constants.PLAYER_HEAD_RADIUS, torsoTop.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoTop.x, torsoTop.y, torsoTop.x - Constants.PLAYER_HEAD_RADIUS, torsoTop.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoBottom.x, torsoBottom.y, torsoBottom.x + Constants.PLAYER_HEAD_RADIUS, torsoBottom.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoBottom.x, torsoBottom.y, torsoBottom.x - Constants.PLAYER_HEAD_RADIUS, torsoBottom.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); }
Example #8
Source File: Player.java From ud405 with MIT License | 6 votes |
public void render(ShapeRenderer renderer) { renderer.setColor(Constants.PLAYER_COLOR); renderer.set(ShapeType.Filled); renderer.circle(position.x, position.y, Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_HEAD_SEGMENTS); Vector2 torsoTop = new Vector2(position.x, position.y - Constants.PLAYER_HEAD_RADIUS); Vector2 torsoBottom = new Vector2(torsoTop.x, torsoTop.y - 2 * Constants.PLAYER_HEAD_RADIUS); renderer.rectLine(torsoTop, torsoBottom, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoTop.x, torsoTop.y, torsoTop.x + Constants.PLAYER_HEAD_RADIUS, torsoTop.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoTop.x, torsoTop.y, torsoTop.x - Constants.PLAYER_HEAD_RADIUS, torsoTop.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoBottom.x, torsoBottom.y, torsoBottom.x + Constants.PLAYER_HEAD_RADIUS, torsoBottom.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoBottom.x, torsoBottom.y, torsoBottom.x - Constants.PLAYER_HEAD_RADIUS, torsoBottom.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); }
Example #9
Source File: IciclesScreen.java From ud405 with MIT License | 6 votes |
@Override public void render(float delta) { icicles.update(delta); player.update(delta); iciclesViewport.apply(true); Gdx.gl.glClearColor(Constants.BACKGROUND_COLOR.r, Constants.BACKGROUND_COLOR.g, Constants.BACKGROUND_COLOR.b, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); renderer.setProjectionMatrix(iciclesViewport.getCamera().combined); renderer.begin(ShapeType.Filled); icicles.render(renderer); player.render(renderer); renderer.end(); }
Example #10
Source File: ViewportsExercise.java From ud405 with MIT License | 6 votes |
@Override public void render() { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // TODO: Apply the viewport // TODO: Set the projection matrix of the ShapeRenderer to the combined matrix of the viewport's camera renderer.begin(ShapeType.Filled); renderer.setColor(Color.WHITE); renderer.rect(0, 0, WORLD_WIDTH, WORLD_HEIGHT); renderer.setColor(Color.BLACK); punchCantorGasket(0, 0, WORLD_WIDTH, WORLD_HEIGHT, RECURSIONS); renderer.setColor(Color.WHITE); renderer.circle(WORLD_WIDTH / 2, WORLD_HEIGHT / 2, Math.min(WORLD_WIDTH, WORLD_HEIGHT) / 6.5f, 20); renderer.end(); }
Example #11
Source File: Player.java From ud405 with MIT License | 6 votes |
public void render(ShapeRenderer renderer) { renderer.setColor(Constants.PLAYER_COLOR); renderer.set(ShapeType.Filled); renderer.circle(position.x, position.y, Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_HEAD_SEGMENTS); Vector2 torsoTop = new Vector2(position.x, position.y - Constants.PLAYER_HEAD_RADIUS); Vector2 torsoBottom = new Vector2(torsoTop.x, torsoTop.y - 2 * Constants.PLAYER_HEAD_RADIUS); renderer.rectLine(torsoTop, torsoBottom, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoTop.x, torsoTop.y, torsoTop.x + Constants.PLAYER_HEAD_RADIUS, torsoTop.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoTop.x, torsoTop.y, torsoTop.x - Constants.PLAYER_HEAD_RADIUS, torsoTop.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoBottom.x, torsoBottom.y, torsoBottom.x + Constants.PLAYER_HEAD_RADIUS, torsoBottom.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoBottom.x, torsoBottom.y, torsoBottom.x - Constants.PLAYER_HEAD_RADIUS, torsoBottom.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); }
Example #12
Source File: DrawingLines.java From ud405 with MIT License | 6 votes |
@Override public void render() { // As always, first we clear the screen Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // Then we start our shapeRenderer batch, this time with ShapeType.Line shapeRenderer.begin(ShapeType.Line); // A Simple white line shapeRenderer.setColor(Color.WHITE); shapeRenderer.line(0, 0, 100, 100); // We can set different colors using two methods. We can use constants like so. shapeRenderer.setColor(Color.MAGENTA); shapeRenderer.line(10, 0, 110, 100); // We can also set a color using RGBA values shapeRenderer.setColor(0, 1, 0, 1); shapeRenderer.line(20, 0, 120, 100); // We can also do fancy things like gradients shapeRenderer.line(30, 0, 130, 100, Color.BLUE, Color.RED); // The last interesting thing we can do is draw a bunch of connected line segments using polyline // First we set up the list of vertices, where the even positions are x coordinates, and the odd positions are the y coordinates float[] verticies = {100, 200, 300, 300, 200, 300, 300, 200}; shapeRenderer.polyline(verticies); // Finally, as always, we end the batch shapeRenderer.end(); }
Example #13
Source File: CircularMotion.java From ud405 with MIT License | 6 votes |
@Override public void render() { viewport.apply(); Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); renderer.setProjectionMatrix(viewport.getCamera().combined); renderer.begin(ShapeType.Filled); float elapsedNanoseconds = TimeUtils.nanoTime() - initialTime; float elapsedSeconds = MathUtils.nanoToSec * elapsedNanoseconds; float elapsedPeriods = elapsedSeconds / PERIOD; float cyclePosition = elapsedPeriods % 1; float x = WORLD_SIZE / 2 + MOVEMENT_RADIUS * MathUtils.cos(MathUtils.PI2 * cyclePosition); float y = WORLD_SIZE / 2 + MOVEMENT_RADIUS * MathUtils.sin(MathUtils.PI2 * cyclePosition); renderer.circle(x, y, CIRCLE_RADIUS); // Uncomment the next line to see the sort of beautiful things you can create with simple movement // drawFancyCircles(renderer, elapsedPeriods, 20); renderer.end(); }
Example #14
Source File: Player.java From ud405 with MIT License | 6 votes |
public void render(ShapeRenderer renderer) { renderer.setColor(Constants.PLAYER_COLOR); renderer.set(ShapeType.Filled); renderer.circle(position.x, position.y, Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_HEAD_SEGMENTS); Vector2 torsoTop = new Vector2(position.x, position.y - Constants.PLAYER_HEAD_RADIUS); Vector2 torsoBottom = new Vector2(torsoTop.x, torsoTop.y - 2 * Constants.PLAYER_HEAD_RADIUS); renderer.rectLine(torsoTop, torsoBottom, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoTop.x, torsoTop.y, torsoTop.x + Constants.PLAYER_HEAD_RADIUS, torsoTop.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoTop.x, torsoTop.y, torsoTop.x - Constants.PLAYER_HEAD_RADIUS, torsoTop.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoBottom.x, torsoBottom.y, torsoBottom.x + Constants.PLAYER_HEAD_RADIUS, torsoBottom.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoBottom.x, torsoBottom.y, torsoBottom.x - Constants.PLAYER_HEAD_RADIUS, torsoBottom.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); }
Example #15
Source File: Player.java From ud405 with MIT License | 6 votes |
public void render(ShapeRenderer renderer) { renderer.setColor(Constants.PLAYER_COLOR); renderer.set(ShapeType.Filled); renderer.circle(position.x, position.y, Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_HEAD_SEGMENTS); Vector2 torsoTop = new Vector2(position.x, position.y - Constants.PLAYER_HEAD_RADIUS); Vector2 torsoBottom = new Vector2(torsoTop.x, torsoTop.y - 2 * Constants.PLAYER_HEAD_RADIUS); renderer.rectLine(torsoTop, torsoBottom, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoTop.x, torsoTop.y, torsoTop.x + Constants.PLAYER_HEAD_RADIUS, torsoTop.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoTop.x, torsoTop.y, torsoTop.x - Constants.PLAYER_HEAD_RADIUS, torsoTop.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoBottom.x, torsoBottom.y, torsoBottom.x + Constants.PLAYER_HEAD_RADIUS, torsoBottom.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoBottom.x, torsoBottom.y, torsoBottom.x - Constants.PLAYER_HEAD_RADIUS, torsoBottom.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); }
Example #16
Source File: ViewportsExercise.java From ud405 with MIT License | 6 votes |
@Override public void render() { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // TODO: Apply the viewport viewport.apply(); // TODO: Set the projection matrix of the ShapeRenderer to the combined matrix of the viewport's camera renderer.setProjectionMatrix(viewport.getCamera().combined); renderer.begin(ShapeType.Filled); renderer.setColor(Color.WHITE); renderer.rect(0, 0, WORLD_WIDTH, WORLD_HEIGHT); renderer.setColor(Color.BLACK); punchCantorGasket(0, 0, WORLD_WIDTH, WORLD_HEIGHT, RECURSIONS); renderer.setColor(Color.WHITE); renderer.circle(WORLD_WIDTH / 2, WORLD_HEIGHT / 2, Math.min(WORLD_WIDTH, WORLD_HEIGHT) / 6.5f, 20); renderer.end(); }
Example #17
Source File: Starfield.java From ud405 with MIT License | 6 votes |
@Override public void render () { // Wanna see what happens when we accidentally generate the stars every frame? // initStars(STAR_DENSITY); // TODO: Make the night sky black Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // TODO: Begin a shapeRenderer batch using ShapeType.Point shapeRenderer.begin(ShapeType.Point); // TODO: Loop through the star positions and use shapeRenderer to draw points for (Vector2 star : stars){ shapeRenderer.point(star.x, star.y, 0); } // TODO: End the shapeRenderer batch shapeRenderer.end(); }
Example #18
Source File: RectangularFlower.java From ud405 with MIT License | 6 votes |
@Override public void render () { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); shapeRenderer.begin(ShapeType.Filled); shapeRenderer.setColor(Color.GREEN); shapeRenderer.rectLine(100, 0, 100, 300, 20); // TODO: Draw two leaves on the stem // TODO: Set the active color to yellow // TODO: Use a loop to draw 20 of these petals in a circle float petalAngle = 45.0f; shapeRenderer.rect(100, 300, 0, 0, 40, 40, 1, 1, petalAngle); shapeRenderer.end(); }
Example #19
Source File: IciclesScreen.java From ud405 with MIT License | 6 votes |
@Override public void render(float delta) { // TODO: Apply the viewport iciclesViewport.apply(true); // TODO: Clear the screen to the background color Gdx.gl.glClearColor(Constants.BACKGROUND_COLOR.r, Constants.BACKGROUND_COLOR.g, Constants.BACKGROUND_COLOR.b, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // TODO: Set the ShapeRenderer's projection matrix renderer.setProjectionMatrix(iciclesViewport.getCamera().combined); // TODO: Draw the Icicle renderer.begin(ShapeType.Filled); icicle.render(renderer); renderer.end(); }
Example #20
Source File: Player.java From ud405 with MIT License | 6 votes |
public void render(ShapeRenderer renderer) { renderer.setColor(Constants.PLAYER_COLOR); renderer.set(ShapeType.Filled); renderer.circle(position.x, position.y, Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_HEAD_SEGMENTS); Vector2 torsoTop = new Vector2(position.x, position.y - Constants.PLAYER_HEAD_RADIUS); Vector2 torsoBottom = new Vector2(torsoTop.x, torsoTop.y - 2 * Constants.PLAYER_HEAD_RADIUS); renderer.rectLine(torsoTop, torsoBottom, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoTop.x, torsoTop.y, torsoTop.x + Constants.PLAYER_HEAD_RADIUS, torsoTop.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoTop.x, torsoTop.y, torsoTop.x - Constants.PLAYER_HEAD_RADIUS, torsoTop.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoBottom.x, torsoBottom.y, torsoBottom.x + Constants.PLAYER_HEAD_RADIUS, torsoBottom.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoBottom.x, torsoBottom.y, torsoBottom.x - Constants.PLAYER_HEAD_RADIUS, torsoBottom.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); }
Example #21
Source File: StickFigure.java From ud405 with MIT License | 6 votes |
@Override public void render() { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); renderer.begin(ShapeType.Filled); // Head renderer.circle(100, 100, 10); renderer.end(); renderer.begin(ShapeType.Line); // Torso renderer.line(100, 50, 100, 100); // Legs renderer.line(85, 35, 100, 50); renderer.line(115, 35, 100, 50); // Arms renderer.line(85, 70, 100, 85); renderer.line(115, 70, 100, 85); renderer.end(); }
Example #22
Source File: SmileyFace.java From ud405 with MIT License | 6 votes |
/** * We'll often want to break up our drawing into separate functions, or different objects * entirely. This is easy to do, all we need to do is pass in our ShapeRenderer. */ @Override public void render() { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // TODO: Apply the viewport viewport.apply(); // TODO: Set the ShapeRender's projection matrix renderer.setProjectionMatrix(viewport.getCamera().combined); // TODO: Start a Filled batch renderer.begin(ShapeType.Filled); // TODO: Call drawSmileyFace() drawSmileyFace(renderer); // TODO: End the batch renderer.end(); }
Example #23
Source File: OrthographicProjection.java From ud405 with MIT License | 6 votes |
/** * This method renders a few shapes for us to try our camera on. Note that we're using a Bezier * curve, which is a way to draw smooth curves. For more information on Bezier curves, check * out: https://en.wikipedia.org/wiki/B%C3%A9zier_curve * * Also note that a line is a line is a line. No matter how much we zoom in, a line is always * just one pixel wide. */ private void renderTestScene(ShapeRenderer renderer) { renderer.begin(ShapeType.Filled); renderer.setColor(Color.GREEN); renderer.circle(100, 100, 90); renderer.setColor(Color.RED); renderer.rect(200, 10, 200, 200); renderer.setColor(Color.YELLOW); renderer.triangle(10, 200, 200, 200, 100, 400); renderer.end(); renderer.begin(ShapeType.Line); renderer.setColor(Color.CYAN); // Here's another shape ShapeRenderer renderer.curve( 210, 210, 400, 210, 210, 400, 400, 300, 20); renderer.end(); }
Example #24
Source File: Player.java From ud405 with MIT License | 6 votes |
public void render(ShapeRenderer renderer) { renderer.setColor(Constants.PLAYER_COLOR); renderer.set(ShapeType.Filled); renderer.circle(position.x, position.y, Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_HEAD_SEGMENTS); Vector2 torsoTop = new Vector2(position.x, position.y - Constants.PLAYER_HEAD_RADIUS); Vector2 torsoBottom = new Vector2(torsoTop.x, torsoTop.y - 2 * Constants.PLAYER_HEAD_RADIUS); renderer.rectLine(torsoTop, torsoBottom, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoTop.x, torsoTop.y, torsoTop.x + Constants.PLAYER_HEAD_RADIUS, torsoTop.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoTop.x, torsoTop.y, torsoTop.x - Constants.PLAYER_HEAD_RADIUS, torsoTop.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoBottom.x, torsoBottom.y, torsoBottom.x + Constants.PLAYER_HEAD_RADIUS, torsoBottom.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoBottom.x, torsoBottom.y, torsoBottom.x - Constants.PLAYER_HEAD_RADIUS, torsoBottom.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); }
Example #25
Source File: OrthographicCameraExercise.java From ud405 with MIT License | 6 votes |
@Override public void render() { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // TODO: Call update() on the camera // TODO: Set the SceneRenderer's projection matrix equal to the camera's combined matrix renderer.begin(ShapeType.Filled); float interval = TimeUtils.timeSinceMillis(timeCreated); float x = X_CENTER + X_AMPLITUDE * MathUtils.sin(MathUtils.PI2 * interval /PERIOD); float y = Y_CENTER + Y_AMPLITUDE * MathUtils.sin(2* MathUtils.PI2 * interval / PERIOD); renderer.circle(x, y, BALL_RADIUS); renderer.end(); }
Example #26
Source File: Player.java From ud405 with MIT License | 6 votes |
public void render(ShapeRenderer renderer) { renderer.setColor(Constants.PLAYER_COLOR); renderer.set(ShapeType.Filled); renderer.circle(position.x, position.y, Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_HEAD_SEGMENTS); Vector2 torsoTop = new Vector2(position.x, position.y - Constants.PLAYER_HEAD_RADIUS); Vector2 torsoBottom = new Vector2(torsoTop.x, torsoTop.y - 2 * Constants.PLAYER_HEAD_RADIUS); renderer.rectLine(torsoTop, torsoBottom, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoTop.x, torsoTop.y, torsoTop.x + Constants.PLAYER_HEAD_RADIUS, torsoTop.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoTop.x, torsoTop.y, torsoTop.x - Constants.PLAYER_HEAD_RADIUS, torsoTop.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoBottom.x, torsoBottom.y, torsoBottom.x + Constants.PLAYER_HEAD_RADIUS, torsoBottom.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoBottom.x, torsoBottom.y, torsoBottom.x - Constants.PLAYER_HEAD_RADIUS, torsoBottom.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); }
Example #27
Source File: Player.java From ud405 with MIT License | 6 votes |
public void render(ShapeRenderer renderer) { renderer.setColor(Constants.PLAYER_COLOR); renderer.set(ShapeType.Filled); renderer.circle(position.x, position.y, Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_HEAD_SEGMENTS); Vector2 torsoTop = new Vector2(position.x, position.y - Constants.PLAYER_HEAD_RADIUS); Vector2 torsoBottom = new Vector2(torsoTop.x, torsoTop.y - 2 * Constants.PLAYER_HEAD_RADIUS); renderer.rectLine(torsoTop, torsoBottom, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoTop.x, torsoTop.y, torsoTop.x + Constants.PLAYER_HEAD_RADIUS, torsoTop.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoTop.x, torsoTop.y, torsoTop.x - Constants.PLAYER_HEAD_RADIUS, torsoTop.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoBottom.x, torsoBottom.y, torsoBottom.x + Constants.PLAYER_HEAD_RADIUS, torsoBottom.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoBottom.x, torsoBottom.y, torsoBottom.x - Constants.PLAYER_HEAD_RADIUS, torsoBottom.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); }
Example #28
Source File: Player.java From ud405 with MIT License | 6 votes |
public void render(ShapeRenderer renderer) { renderer.setColor(Constants.PLAYER_COLOR); renderer.set(ShapeType.Filled); renderer.circle(position.x, position.y, Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_HEAD_SEGMENTS); Vector2 torsoTop = new Vector2(position.x, position.y - Constants.PLAYER_HEAD_RADIUS); Vector2 torsoBottom = new Vector2(torsoTop.x, torsoTop.y - 2 * Constants.PLAYER_HEAD_RADIUS); renderer.rectLine(torsoTop, torsoBottom, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoTop.x, torsoTop.y, torsoTop.x + Constants.PLAYER_HEAD_RADIUS, torsoTop.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoTop.x, torsoTop.y, torsoTop.x - Constants.PLAYER_HEAD_RADIUS, torsoTop.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoBottom.x, torsoBottom.y, torsoBottom.x + Constants.PLAYER_HEAD_RADIUS, torsoBottom.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoBottom.x, torsoBottom.y, torsoBottom.x - Constants.PLAYER_HEAD_RADIUS, torsoBottom.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); }
Example #29
Source File: Player.java From ud405 with MIT License | 6 votes |
public void render(ShapeRenderer renderer) { renderer.setColor(Constants.PLAYER_COLOR); renderer.set(ShapeType.Filled); renderer.circle(position.x, position.y, Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_HEAD_SEGMENTS); Vector2 torsoTop = new Vector2(position.x, position.y - Constants.PLAYER_HEAD_RADIUS); Vector2 torsoBottom = new Vector2(torsoTop.x, torsoTop.y - 2 * Constants.PLAYER_HEAD_RADIUS); renderer.rectLine(torsoTop, torsoBottom, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoTop.x, torsoTop.y, torsoTop.x + Constants.PLAYER_HEAD_RADIUS, torsoTop.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoTop.x, torsoTop.y, torsoTop.x - Constants.PLAYER_HEAD_RADIUS, torsoTop.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoBottom.x, torsoBottom.y, torsoBottom.x + Constants.PLAYER_HEAD_RADIUS, torsoBottom.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); renderer.rectLine( torsoBottom.x, torsoBottom.y, torsoBottom.x - Constants.PLAYER_HEAD_RADIUS, torsoBottom.y - Constants.PLAYER_HEAD_RADIUS, Constants.PLAYER_LIMB_WIDTH); }
Example #30
Source File: RectangularFlower.java From ud405 with MIT License | 6 votes |
@Override public void render() { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); shapeRenderer.begin(ShapeType.Filled); shapeRenderer.setColor(Color.GREEN); // Draw the stem shapeRenderer.rectLine(100, 0, 100, 300, 20); // TODO: Draw two leaves on the stem using rotated rectangles shapeRenderer.rect(100, 100, 0, 0, 40, 40, 1, 1, 135); shapeRenderer.rect(100, 150, 0, 0, 30, 30, 1, 1, 315); // TODO: Set the active color to yellow shapeRenderer.setColor(Color.YELLOW); // TODO: Use a loop to draw 20 of these petals in a circle final int petals = 20; for (int petal = 0; petal < petals; petal++) { shapeRenderer.rect(100, 300, 0, 0, 40, 40, 1, 1, 360.0f * petal / petals); } shapeRenderer.end(); }