本文整理汇总了Java中com.badlogic.gdx.graphics.g2d.ParticleEffect.draw方法的典型用法代码示例。如果您正苦于以下问题:Java ParticleEffect.draw方法的具体用法?Java ParticleEffect.draw怎么用?Java ParticleEffect.draw使用的例子?那么, 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.g2d.ParticleEffect
的用法示例。
在下文中一共展示了ParticleEffect.draw方法的8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: update
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //导入方法依赖的package包/类
@Override
public void update(float deltaTime) {
Gdx.gl.glClearColor(bgColour[0], bgColour[1], bgColour[2], bgColour[3]);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined);
batch.begin();
super.update(deltaTime);
for (ParticleEffect particle : particles) particle.draw(batch, deltaTime);
batch.end();
if (ZeroBit.debugEnabled) {
shapeRenderer.setProjectionMatrix(camera.combined);
shapeRenderer.begin(ShapeRenderer.ShapeType.Line);
for (Entity entity : getEntities()) debugRender(entity);
shapeRenderer.end();
}
}
示例2: process
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //导入方法依赖的package包/类
@Override
protected void process (int entityId) {
VisParticle particle = particleCm.get(entityId);
Transform transform = transformCm.get(entityId);
ParticleEffect effect = particle.getEffect();
if (transform.isDirty()) {
particle.updateValues(transform.getX(), transform.getY());
}
if (ignoreActive || particle.isActiveOnStart())
effect.update(world.delta);
effect.draw(batch);
if (effect.isComplete())
effect.reset();
}
示例3: draw
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //导入方法依赖的package包/类
public static void draw() {
GameMain.instance.activeStage.getBatch().begin();
for (ParticleEffect particleEffect : effects) {
particleEffect.draw(GameMain.instance.activeStage.getBatch());
particleEffect.update(Gdx.graphics.getDeltaTime());
}
GameMain.instance.activeStage.getBatch().end();
}
示例4: draw
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //导入方法依赖的package包/类
@Override
public void draw(Batch batch, float parentAlpha){
super.draw(batch, parentAlpha);
//Draw the particles last
for( int i = 0; i < _effects.size; i++){
ParticleEffect effect = _effects.get(i);
if( effect == null ) continue;
effect.draw(batch);
}
}
示例5: render
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //导入方法依赖的package包/类
public void render(float deltaTime){
batch.setProjectionMatrix(App.engine.systems.camera.getViewport().getCamera().combined);
batch.begin();
for (ParticleEffect e : effects){
if (e.isComplete()){
finishedEffects.add(e);
logger.debug("effect complete");
}
else
e.draw(batch,deltaTime);
}
batch.end();
}
示例6: render
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //导入方法依赖的package包/类
private void render(Entity entity, float deltaTime) {
visc = vism.get(entity);
sprtc = sprtm.get(entity);
nodec = nodem.get(entity);
pc = pm.get(entity);
if (pc != null) {
for (ParticleEffect particle : pc.getParticles()) particle.draw(batch, deltaTime);
}
if (sprtc != null) {
sprtc.player.update();
sprtc.drawer.draw(sprtc.player, batch);
} else if (visc != null && visc.sprite.getTexture() != null) {
if (nodec == null || ZeroBit.debugRender) visc.sprite.draw(batch);
}
}
示例7: _render
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //导入方法依赖的package包/类
@Override
public void _render(SpriteBatch spriteBatch)
{
if(!visible)return;
TextureRegion frame = animation.getKeyFrame(stateTime, true);
Utility.draw(spriteBatch, frame, position.x, position.y, mDrawRect.height);
ParticleEffect effect = world.screen.game.assets.manager.get("data/animation/particles/fireplant_emitter.p", ParticleEffect.class);
effect.setPosition(position.x + mDrawRect.width / 2, position.y + mDrawRect.height / 2);
effect.draw(spriteBatch, Gdx.graphics.getDeltaTime());
}
示例8: update
import com.badlogic.gdx.graphics.g2d.ParticleEffect; //导入方法依赖的package包/类
@Override
public void update(float deltaTime) {
super.update(deltaTime);
renderQueue.sort(comparator);
camera.update();
batch.setProjectionMatrix(camera.combined);
batch.begin();
for (View view : renderQueue) {
if (view.tint != null) {
batch.setColor(view.tint);
} else {
batch.setColor(Color.WHITE);
}
batch.getColor().a = view.opacity;
if (view instanceof ParticleEffectView) {
ParticleEffect effect = ((ParticleEffectView) view).effect;
effect.setPosition(view.position.x, view.position.y);
effect.update(deltaTime);
if (((ParticleEffectView) view).autoStart) {
effect.start();
((ParticleEffectView) view).autoStart = false;
}
effect.draw(batch);
} else if (TextureView.class.isAssignableFrom(view.getClass())) {
TextureView textureView = (TextureView) view;
if(textureView.textureRegion != null) {
processTextureFlip(textureView);
float originX = textureView.width * 0.5f;
float originY = textureView.height * 0.5f;
batch.draw(textureView.textureRegion, textureView.position.x - originX, textureView.position.y - originY,
originX, originY, textureView.width, textureView.height, 1, 1, textureView.rotation);
}
// Gdx.app.log("RederingSystem", "texture width " + textureView.width + " height " + textureView.height
// + " texture position " + textureView.position);
}
}
debugDrawUI();
batch.end();
renderQueue.clear();
debugDrawWorld();
}