本文整理汇总了Java中com.badlogic.gdx.graphics.GL20.glClearColor方法的典型用法代码示例。如果您正苦于以下问题:Java GL20.glClearColor方法的具体用法?Java GL20.glClearColor怎么用?Java GL20.glClearColor使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类com.badlogic.gdx.graphics.GL20
的用法示例。
在下文中一共展示了GL20.glClearColor方法的5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.GL20; //导入方法依赖的package包/类
private void draw() {
GL20 gl = Gdx.gl;
gl.glClearColor(1, 1, 1, 1);
gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
this.guiCam.update();
this.game.spriteBatch.setProjectionMatrix(guiCam.combined);
this.game.spriteBatch.enableBlending();
this.game.spriteBatch.begin();
this.game.spriteBatch.draw(AssetsUtil.background, 0, 0, 800, 480);
this.game.spriteBatch.draw(AssetsUtil.helpScreenItems, 0, 0, 800, 480);
this.game.spriteBatch.draw(AssetsUtil.backIcon, 7, 432, 48, 48);
this.game.spriteBatch.end();
}
示例2: draw
import com.badlogic.gdx.graphics.GL20; //导入方法依赖的package包/类
private void draw() {
GL20 gl = Gdx.gl;
gl.glClearColor(1, 1, 1, 1);
gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
this.guiCam.update();
this.game.spriteBatch.setProjectionMatrix(this.guiCam.combined);
this.game.spriteBatch.enableBlending();
this.game.spriteBatch.begin();
this.game.spriteBatch.draw(AssetsUtil.background, 0, 0, 800, 480);
this.game.spriteBatch.draw(AssetsUtil.creditsScreenItems, 0, 0, 800, 480);
this.game.spriteBatch.draw(AssetsUtil.backIcon, 7, 432, 48, 48);
this.game.spriteBatch.end();
}
示例3: draw
import com.badlogic.gdx.graphics.GL20; //导入方法依赖的package包/类
private void draw() {
GL20 gl = Gdx.gl;
gl.glClearColor(1, 1, 1, 1);
gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
this.guiCam.update();
this.game.spriteBatch.setProjectionMatrix(this.guiCam.combined);
this.game.spriteBatch.enableBlending();
this.game.spriteBatch.begin();
this.game.spriteBatch.draw(AssetsUtil.background, 0, 0, 800, 480);
this.game.spriteBatch.draw(AssetsUtil.levelScreenItems, 0, 0, 800, 480);
this.game.spriteBatch.draw(AssetsUtil.backIcon, 7, 432, 48, 48);
if(SettingsUtil.autoMoveToNext) {
this.game.glyphLayout.setText(AssetsUtil.fontSmall, "x");
AssetsUtil.fontSmall.draw(this.game.spriteBatch, this.game.glyphLayout, 347, 40);
}
int line = 0;
int column = 0;
for(int i = 0; i < LEVELS; i++) {
this.game.spriteBatch.draw(AssetsUtil.levelCircle, 370 + 75 * column++, 240 - 70 * line, 57, 57);
this.game.glyphLayout.setText(AssetsUtil.font, Integer.toString(i+1));
AssetsUtil.font.draw(this.game.spriteBatch, this.game.glyphLayout, 324 + 75 * column - this.game.glyphLayout.width / 2, 281 - 70 * line);
if(column == 5) {
column = 0;
line++;
}
}
this.game.spriteBatch.end();
}
示例4: draw
import com.badlogic.gdx.graphics.GL20; //导入方法依赖的package包/类
private void draw() {
GL20 gl = Gdx.gl;
gl.glClearColor(1, 1, 1, 1);
gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
this.guiCam.update();
this.game.spriteBatch.setProjectionMatrix(this.guiCam.combined);
this.game.spriteBatch.enableBlending();
this.game.spriteBatch.begin();
this.game.spriteBatch.draw(AssetsUtil.trainingBackground, 0, 0, 800, 480);
this.grid.drawNotes();
this.grid.draw();
this.bottomBar.draw();
this.game.spriteBatch.draw(AssetsUtil.backIcon, 7, 432, 48, 48);
if(SettingsUtil.playEnabled) {
switch (firstRun) {
case 3:
this.game.spriteBatch.draw(AssetsUtil.three, 0, 65, 800, 418);
break;
case 2:
this.game.spriteBatch.draw(AssetsUtil.two, 0, 65, 800, 418);
break;
case 1:
this.game.spriteBatch.draw(AssetsUtil.one, 0, 65, 800, 418);
break;
}
}
this.game.spriteBatch.end();
}
示例5: draw
import com.badlogic.gdx.graphics.GL20; //导入方法依赖的package包/类
private void draw() {
GL20 gl = Gdx.gl;
gl.glClearColor(1, 1, 1, 1);
gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
this.guiCam.update();
this.game.spriteBatch.setProjectionMatrix(this.guiCam.combined);
this.game.spriteBatch.enableBlending();
this.game.spriteBatch.begin();
this.game.spriteBatch.draw(AssetsUtil.background, 0, 0, 800, 480);
this.game.spriteBatch.draw(AssetsUtil.mainScreenItems, 0, 0, 800, 480);
this.game.spriteBatch.end();
}