本文整理汇总了Java中com.badlogic.gdx.graphics.GL10类的典型用法代码示例。如果您正苦于以下问题:Java GL10类的具体用法?Java GL10怎么用?Java GL10使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
GL10类属于com.badlogic.gdx.graphics包,在下文中一共展示了GL10类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: draw
import com.badlogic.gdx.graphics.GL10; //导入依赖的package包/类
public void draw (float deltaTime) {
GLCommon gl = Gdx.gl;
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
renderer.render();
guiCam.update();
batcher.setProjectionMatrix(guiCam.combined);
batcher.enableBlending();
batcher.begin();
switch (state) {
case GAME_READY:
presentReady();
break;
case GAME_RUNNING:
presentRunning();
break;
case GAME_PAUSED:
presentPaused();
break;
case GAME_LEVEL_END:
presentLevelEnd();
break;
case GAME_OVER:
presentGameOver();
break;
}
batcher.end();
}
示例2: renderGL1
import com.badlogic.gdx.graphics.GL10; //导入依赖的package包/类
@Override
public void renderGL1(GL10 gl, float gameTime) {
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glEnable(GL10.GL_LIGHTING);
gl.glColor4f(color.r, color.g, color.b, color.a);
texture.bind();
gl.glPushMatrix();
gl.glTranslatef(position.x, position.y, position.z);
gl.glRotatef(rotate.x, 1, 0, 0);
gl.glRotatef(rotate.y, 0, 1, 0);
gl.glRotatef(rotate.z, 0, 0, 1);
gl.glScalef(scale.x, scale.y, scale.z);
model.render();
gl.glPopMatrix();
}
示例3: render
import com.badlogic.gdx.graphics.GL10; //导入依赖的package包/类
@Override
public void render() {
float delta = Gdx.graphics.getDeltaTime();
if (durAccum > 0f) {
durAccum -= delta;
if (durAccum <= 0f) {
currentScreen.hide();
currentScreen.remove();
currentScreen = nextScreen;
currentScreen.setTouchable(Touchable.enabled);
currentScreen.setPosition(0f, 0f);
nextScreen = null;
}
}
Gdx.gl.glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
stage.act(delta);
stage.draw();
}
示例4: drawPause
import com.badlogic.gdx.graphics.GL10; //导入依赖的package包/类
public void drawPause() {
if (paused) {
Gdx.gl.glEnable(GL10.GL_BLEND);
Gdx.gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
shapeRenderer.setProjectionMatrix(camera.combined);
shapeRenderer.begin(ShapeType.Filled);
shapeRenderer.setColor(0f, 0f, 0f, 0.2f);
shapeRenderer.rect(0, 0, imageProvider.getScreenWidth(), imageProvider.getScreenHeight());
shapeRenderer.end();
Gdx.gl.glDisable(GL10.GL_BLEND);
batch.setProjectionMatrix(camera.combined);
batch.begin();
batch.draw(restart, unpauseBounds.x, unpauseBounds.y);
batch.draw(backButton, pausedBackBounds.x, pausedBackBounds.y, pausedBackBounds.width, pausedBackBounds.height);
batch.end();
}
}
示例5: displayUnlockMessage
import com.badlogic.gdx.graphics.GL10; //导入依赖的package包/类
public void displayUnlockMessage(SpriteBatch batch) {
endSlateAlpha = 0;
Gdx.gl.glEnable(GL10.GL_BLEND);
Gdx.gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
shapeRenderer.setProjectionMatrix(camera.combined);
shapeRenderer.begin(ShapeType.Filled);
shapeRenderer.setColor(0f, 0f, 0f, 0.3f);
shapeRenderer.rect(0, 0, imageProvider.getScreenWidth(), imageProvider.getScreenHeight());
shapeRenderer.end();
Gdx.gl.glDisable(GL10.GL_BLEND);
batch.setProjectionMatrix(camera.combined);
batch.begin();
batch.setColor(batch.getColor().r, batch.getColor().g, batch.getColor().b, 1);
unlockPodium.render(batch);
batch.draw(characterUnlocked, 10, imageProvider.getScreenHeight() - 19, characterUnlocked.getWidth() / 2, characterUnlocked.getHeight() / 2);
batch.end();
if (System.currentTimeMillis() - unlockTime > 1000)
if (Gdx.input.isTouched())
shouldDrawCharacterUnlock = false;
}
示例6: render
import com.badlogic.gdx.graphics.GL10; //导入依赖的package包/类
@Override
public void render() {
Gdx.gl10.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
Gdx.gl10.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
for (int i = 0; i < cameras.length; i++) {
adjustCamera(i);
drawShapes(i);
}
int width = Gdx.graphics.getWidth();
int height = Gdx.graphics.getHeight();
// All - Draw borders
Border.draw(width, height);
// camera descriptions
drawCameraDescription(width, height);
}
示例7: render
import com.badlogic.gdx.graphics.GL10; //导入依赖的package包/类
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0f, 0f, 0f, 1f);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
tweenManager.update(delta);
stage.act(delta);
batch.begin();
background.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
background.draw(batch);
minions.draw(batch);
batch.end();
stage.draw();
}
示例8: render
import com.badlogic.gdx.graphics.GL10; //导入依赖的package包/类
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
stage.act(delta);
coinLabel.setText("Spendable Coins: " + prefs.getLong("currency", 0));
desTextLabel.setText(description);
priceLabel.setText(price);
desTitleLabel.setText(title);
ownedLabel.setText(owned);
batch.begin();
stage.draw();
batch.end();
}
示例9: render
import com.badlogic.gdx.graphics.GL10; //导入依赖的package包/类
@Override
public void render() {
Gdx.gl.glClearColor(0, 0.6f, 1, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
if (Gdx.input.isKeyPressed(Keys.ESCAPE)) {
Gdx.app.exit();
}
stage.act();
gui.act();
stage.draw();
gui.draw();
}
示例10: render
import com.badlogic.gdx.graphics.GL10; //导入依赖的package包/类
@Override
public void render(float arg0) {
Gdx.gl.glClearColor(0, 0, 0, 1);
//Limpio la pantalla en el bucle render todo el rato.
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
// Muestra un men� de inicio
game.batch.begin();
game.batch.draw(fondo, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
//Pinto los textos y en qu� posicion y las coordenadas donde quiero pintarlo.
game.font.draw(game.batch, "", 100, 375);
game.font.draw(game.batch, "Pulsa ESC para volver al men� principal.", 120, 20);
game.batch.end();
/*
* Si el usuario toca la pantalla se inicia la partida
*/
if (Gdx.input.isKeyPressed(Keys.ESCAPE)) {
game.setScreen(new MainMenuScreen(game));
dispose();
}
}
示例11: render
import com.badlogic.gdx.graphics.GL10; //导入依赖的package包/类
@Override
public void render(float delta) {
if (elapsed < DELAY) {
float shade = 0.8f - elapsed / 1f;
Gdx.gl.glClearColor(shade, shade, shade, 0);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
} else {
if (elapsed + delta > DELAY) {
Gdx.input.setInputProcessor(new GameOverInputProcessor());
}
game.fall();
GameRenderer.instance.render(game);
GameRenderer.instance.renderStartText("High score:", Integer.toString(highScore));
}
elapsed += delta;
}
示例12: render
import com.badlogic.gdx.graphics.GL10; //导入依赖的package包/类
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
Gdx.gl.glEnable(GL20.GL_BLEND_SRC_ALPHA);
batch.begin();
// bitmapfont.draw(batch, "Version OPENGL : " + Gdx.gl.glGetString(GL20.GL_VERSION), 6, 291);
// bitmapfont.draw(batch, "Graphics CARD : " + Gdx.gl.glGetString(GL20.GL_RENDERER), 6, 305);
// bitmapfont.draw(batch, "OpenGL 2.0 ? : " + Gdx.graphics.isGL20Available(), 6, 321);
// bitmapfont.draw(batch, "JAVA HEAP : " + Gdx.app.getJavaHeap() / 10E4, 6, 191);
// bitmapfont.draw(batch, "FPS : " + Gdx.graphics.getFramesPerSecond(), 6, 210);
meshCreator.drawMesh(); // comment this line and uncomment bitmapfont.draw to print infos but without the triangle...
batch.end();
}
示例13: render
import com.badlogic.gdx.graphics.GL10; //导入依赖的package包/类
@Override
public void render(float delta) {
if (am.update()){
/*init music/sound here*/
setTextures();
game.play.create();
game.setScreen(game.play);
}
progress = am.getProgress();
Gdx.gl.glClearColor(1f, 1f, 1f, 1f);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
}
示例14: render
import com.badlogic.gdx.graphics.GL10; //导入依赖的package包/类
@Override
public void render(float delta) {
if(gameRunning) {
timeManager.addTime(delta);
if(Gdx.input.isKeyPressed(Keys.DOWN)
|| Gdx.input.isKeyPressed(Keys.RIGHT)
|| Gdx.input.isKeyPressed(Keys.LEFT)
|| Gdx.input.isTouched()) {
timeManager.timeKeyPressed(delta);
}
}
Gdx.gl.glClearColor(0f, 0f, 0.2f, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
Gdx.gl.glEnable(GL10.GL_BLEND);
batch.setProjectionMatrix(camera.combined);
batch.begin();
//batch.draw(background, w/2 - background.getWidth()/2, h/2 - background.getHeight()/2);
batch.end();
stage.act(delta);
stage.draw();
}
示例15: render
import com.badlogic.gdx.graphics.GL10; //导入依赖的package包/类
@Override
public void render(SpriteBatch spriteBatch, OrthographicCamera camera) {
shapeRenderer.setProjectionMatrix(this.camera.combined);
if (shouldRenderGridLines) {
renderGridLines();
}
renderGridObjects(spriteBatch);
Gdx.graphics.getGLCommon().glEnable(GL10.GL_BLEND);
if (activeOverlay == Overlays.NOISE_LEVEL) {
renderNoiseLevelOverlay();
} else if (activeOverlay != null) {
renderGenericOverlay(activeOverlay);
}
if (shouldRenderTransitLines && transitLines.size() > 0) {
for (TransitLine transitLine : transitLines) {
transitLine.render(shapeRenderer);
}
}
Gdx.graphics.getGLCommon().glDisable(GL10.GL_BLEND);
}