本文整理汇总了Java中com.badlogic.gdx.graphics.g2d.SpriteBatch.end方法的典型用法代码示例。如果您正苦于以下问题:Java SpriteBatch.end方法的具体用法?Java SpriteBatch.end怎么用?Java SpriteBatch.end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.SpriteBatch
的用法示例。
在下文中一共展示了SpriteBatch.end方法的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: render
import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
@Override
public void render(final SpriteBatch sb) {
sb.setProjectionMatrix(cam.combined);
sb.begin();
sb.draw(background, 0, 0, GameTutorial.WIDTH, GameTutorial.HEIGHT);
sb.draw(apple.getObsAnimation(), apple.getPosObs().x, apple.getPosObs().y, 100, 100);
sb.draw(cherry.getObsAnimation(), cherry.getPosObs().x, cherry.getPosObs().y, 250, 160);
sb.draw(carrot.getObsAnimation(), carrot.getPosObs().x, carrot.getPosObs().y, 150, 91);
sb.draw(barrel, 580, 60, 80, 80);
sb.draw(car, 400, 60, 150, 80);
sb.draw(hayBale, 660, 45, 100, 100);
sb.draw(sheep.getSheep(), sheep.getPosition().x, sheep.getPosition().y, 140, 90);
if (farmer.collides(theOneThatDies.getBounds1())) {
sb.draw(theOneThatDies.getSheepDead(), theOneThatDies.getPosition().x, 220, 140, 90);
theOneThatDies.noSpd();
}
else {
sb.draw(theOneThatDies.getSheep(), theOneThatDies.getPosition().x, 220, 140,90);
theOneThatDies.noSpd();
}
sb.draw(farmer.getFarmer(), farmer. getPosition().x, 220, 180, 180);
sb.end();
}
示例2: render
import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
@Override
public void render(SpriteBatch spriteBatch) {
spriteBatch.setProjectionMatrix(camera.combined);
spriteBatch.begin();
//spriteBatch.draw(backGround, camera.position.x - (camera.viewportWidth / 2), 0);
backGround.render(spriteBatch);
spriteBatch.draw(chapa.getTexture(), chapa.getPosition().x, chapa.getPosition().y);
for (Tube tube : tubes) {
spriteBatch.draw(tube.getTopTube(), tube.getPosTopTube().x, tube.getPosTopTube().y);
spriteBatch.draw(tube.getBottomTube(), tube.getPosBotTube().x, tube.getPosBotTube().y);
}
anto.render(spriteBatch);
// spriteBatch.draw(ground, groundPos1.x, groundPos1.y);
// spriteBatch.draw(ground, groundPos2.x, groundPos2.y);
//table.draw(spriteBatch,1f);
scoreLabel.draw(spriteBatch,1);
spriteBatch.end();
}
示例3: render
import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
@Override
public void render(SpriteBatch sb) {
sb.setProjectionMatrix(camera.combined);
sb.begin();
sb.draw(bg, camera.position.x - (camera.viewportWidth / 2), 0);
sb.draw(bird.getBird(), bird.getPosition().x, bird.getPosition().y);
for (com.kirdmiv.flappybaranus.sprites.Tube tube : tubes) {
sb.draw(tube.getTopTube(), tube.getPosBotTube().x, tube.getPosTopTube().y);
sb.draw(tube.getBottomTube(), tube.getPosBotTube().x, tube.getPosBotTube().y);
}
sb.draw(ground, groundPos1.x, groundPos1.y);
sb.draw(ground, groundPos2.x, groundPos2.y);
font.draw(sb, Integer.toString(score), camera.position.x, 370);
sb.end();
}
示例4: render
import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
@Override
public void render(SpriteBatch sb, ShapeRenderer sr) {
sb.setProjectionMatrix(camera.combined);
sr.setAutoShapeType(true);
sr.setProjectionMatrix(camera.combined);
//SHAPERENDERER
sr.begin();
sr.set(ShapeRenderer.ShapeType.Filled);
sr.setColor(new Color(23 / 255f, 23 / 255f, 23 / 255f, 1f));
sr.rect(0, 0, Game.WIDTH, Game.HEIGHT);
for (int i = 0; i < background.length; i++) {
background[i].renderSR(sr);
}
play.renderSR(sr);
music.renderSR(sr);
sr.end();
//SPRITEBATCH
sb.begin();
sb.draw(logo, Game.WIDTH / 2 - (logo.getTexture().getWidth() * 10) / 2, Game.HEIGHT - 50 - logo.getHeight() * 10, logo.getWidth() * 10, logo.getHeight() * 10);
play.renderSB(sb);
music.renderSB(sb);
betaText.draw(sb, "Beta Release - Copyright 2017 Gussio. All rights reserved. Visit https://gussio.nl/ for more info.", 10, 25);
sb.end();
}
示例5: renderProgressBar
import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
public void renderProgressBar(SpriteBatch batch) {
batch.begin();
batch.draw(backgroundImg, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
batch.draw(progressBarBaseImg, pbPos.x, pbPos.y);
batch.draw(progressBarImg, pbPos.x,pbPos.y,progressBarImg.getWidth()*getProgress(),progressBarImg.getHeight());
font.draw(batch, "[BLACK]Loading...", pbPos.x+5, pbPos.y+progressBarImg.getHeight() - 10);
batch.end();
}
示例6: render
import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
@Override
public void render(SpriteBatch sb) {
//sb.setProjectionMatrix(cam.combined);
sb.begin();
sb.draw(menu, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
stage.draw();
sb.end();
// if (Gdx.input.isTouched()) {
//
//
// Gdx.app.log("LOG", "Coords: " + Gdx.input.getX()+ " , " + Gdx.input.getY() );
// Gdx.app.debug("MyTag", "my debug message");
// System.out.println("logging coords: " + Gdx.input.getX()+ " , " + Gdx.input.getY());
//
// if (Gdx.input.getX() > 114 && Gdx.input.getX() < 205 && // This is the top-left corner of the button
// Gdx.input.getY() < 147 && Gdx.input.getY() > 187) { // This is the bottom-right corner of the button
//
// // DO STUFF HERE WHEN BUTTON 1 PRESSED!!
// handleInput();
// Gdx.app.log("LOG", "play pressed");
//
//
// } else if (Gdx.input.getX() > 193 && Gdx.input.getX() < 510 && // This is the top-left corner of the button
// Gdx.input.getY() < 441 && Gdx.input.getY() > 498) { // This is the bottom-right corner of the button
//
// // DO STUFF HERE WHEN BUTTON 2 PRESSED!!
// System.out.println("Options pressed");
//
// }
}
示例7: draw
import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
@Override
public void draw(SpriteBatch spriteBatch, float delta) {
Gdx.gl.glClearColor(0, 113/255.0f, 188/255.0f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
spriteBatch.setProjectionMatrix(camera.combined);
spriteBatch.begin();
manager.draw(spriteBatch, delta);
spriteBatch.end();
stage.draw();
}
示例8: render
import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
@Override
public void render(SpriteBatch sb) {
sb.setProjectionMatrix(camera.combined);
sb.begin();
sb.draw(background, 0, 0);
sb.draw(gameover, camera.position.x - gameover.getWidth() / 2, camera.position.y);
font.draw(sb, "Your score: " + score, camera.position.x, 170);
font.draw(sb, "Your highscore: " + highscore, camera.position.x, 150);
sb.end();
}
示例9: renderGL2
import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
@Override
public void renderGL2(float gameTime)
{
GLCommon gl = Gdx.gl;
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
SpriteBatch batch = getSpriteBatch();
viewMatrix.setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
batch.setProjectionMatrix(viewMatrix);
batch.begin();
batch.disableBlending();
batch.setColor(Color.WHITE);
//begin render background
renderBackground(gameTime);
batch.enableBlending();
batch.end();
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glEnable(GL10.GL_CULL_FACE);
camera.update();
for(IDrawable3D obj : collection)
if(obj.isVisible())
{
obj.renderGL2(gameTime);
}
gl.glDisable(GL10.GL_CULL_FACE);
gl.glDisable(GL10.GL_DEPTH_TEST);
batch.setProjectionMatrix(viewMatrix);
batch.begin();
//begin render foreground
renderForeground(gameTime);
//batch.enableBlending();
//batch.setBlendFunction(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
batch.end();
}
示例10: render
import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
@Override
public void render(SpriteBatch sb) {
sb.setProjectionMatrix(cam.combined);
sb.begin();
sb.draw(bg, 0, 0, GameTutorial.WIDTH, GameTutorial.HEIGHT);
sb.end();
stage.act(Gdx.graphics.getDeltaTime());
stage.draw();
}
示例11: render
import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
public void render(SpriteBatch batch, float delta) {
update(delta);
batch.begin();
batch.draw(mRegion, x * Constant.RATE - mRegion.getRegionWidth() / 2
, y * Constant.RATE - mRegion.getRegionHeight() / 2);
batch.end();
}
示例12: render
import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
@Override
public void render(SpriteBatch sb) {
sb.setProjectionMatrix(cam.combined);
sb.begin();
sb.draw(black, 0, 0, GameTutorial.WIDTH, GameTutorial.HEIGHT);
sb.end();
stage.act(Gdx.graphics.getDeltaTime());
stage.draw();
}
示例13: render
import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
@Override
public void render(SpriteBatch sb) {
sb.setProjectionMatrix(cam.combined);
sb.begin();
sb.draw(bg, 0, 0, GameTutorial.WIDTH, GameTutorial.HEIGHT);
//sb.draw(bg, 0, 0, 256,180);
sb.end();
stage.act(Gdx.graphics.getDeltaTime()); //Perform ui logic
stage.draw();
}
示例14: render
import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
public void render(SpriteBatch spriteBatch) {
generatePalettes();
paletteTexture.bind(1);
//Clear main framebuffer.
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0);
Gdx.gl.glClearColor(0f, 0f, 0f, 0f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
//Fill just the 256x240 viewport area with the current bg color
shapeRenderer.setProjectionMatrix(camera.combined);
shapeRenderer.begin();
shapeRenderer.set(ShapeRenderer.ShapeType.Filled);
shapeRenderer.setColor(bgColor);
shapeRenderer.rect(0f, 0f, 256f, 240f);
shapeRenderer.end();
if (ggvm.isBackgroundVisible()) {
sortSprites();
//Draw foreground sprites to a separate framebuffer, where they can be
//optionally clipped by background sprites.
foregroundSpritesFrameBuffer.begin();
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0);
Gdx.gl.glClearColor(0f, 0f, 0f, 0f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
spriteBatch.setShader(shaderProgram);
spriteBatch.setProjectionMatrix(camera.combined);
spriteBatch.begin();
shaderProgram.setUniformi("u_paletteTexture", 1);
spriteBatch.disableBlending();
drawSprites(spriteBatch, foregroundSprites, isSprTransparentMask, foregroundSpritesCount);
spriteBatch.end();
foregroundSpritesFrameBuffer.end();
viewPort.apply();
mainFrameBuffer.begin();
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0);
Gdx.gl.glClearColor(0f, 0f, 0f, 0f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
//Draw background sprites, nametable, then blend
//the foreground sprites framebuffer to the main framebuffer.
spriteBatch.begin();
spriteBatch.enableBlending();
drawSprites(spriteBatch, backgroundSprites, isBgTransparentMask, backgroundSpritesCount);
drawNametable(ggvm, spriteBatch);
spriteBatch.setShader(null);
spriteBatch.draw(foregroundSpritesTextureRegion, 0, 0);
rasterEffectManager.render(spriteBatch);
spriteBatch.end();
mainFrameBuffer.end();
viewPort.apply();
spriteBatch.begin();
spriteBatch.draw(mainTextureRegion, 0, 0);
spriteBatch.end();
if (ggvm.isBackgroundClipping()) {
shapeRenderer.setProjectionMatrix(camera.combined);
shapeRenderer.begin();
shapeRenderer.set(ShapeRenderer.ShapeType.Filled);
shapeRenderer.setColor(bgColor);
shapeRenderer.rect(0f, 0f, 8f, 240f);
shapeRenderer.end();
}
}
fpsLogger.log();
}
示例15: render
import com.badlogic.gdx.graphics.g2d.SpriteBatch; //导入方法依赖的package包/类
@Override
public void render(SpriteBatch sb) {
sb.begin();
sb.setProjectionMatrix(cam.combined);
sb.draw(sky, skyPos.x, 0, 1024, 400);
sb.draw(sky, skyPos2.x, 0, 1024, 400);
sb.draw(hills, hillsPos.x, 0, hills_width, 250);
sb.draw(hills, hillsPos2.x, 0, hills_width, 250);
sb.draw(hills, hillsPos3.x, 0, hills_width, 250);
sb.draw(hills, hillsPos4.x, 0, hills_width, 250);
sb.draw(hills, hillsPos5.x, 0, hills_width, 250);
sb.draw(ground, groundPos1.x, 0, ground_width, 1100);
sb.draw(ground, groundPos2.x, 0, ground_width, 1100);
sb.draw(ground, groundPos3.x, 0, ground_width, 1100);
sb.draw(mud.getObstacle(), mud.getPosObs().x, mud.getPosObs().y);
if (carrotIsTouched == false) {
sb.draw(carrot.getObsAnimation(), carrot.getPosObs().x, carrot.getPosObs().y,30,30);
}
sb.draw(spikes.getObsAnimation(), spikes.getPosObs().x, spikes.getPosObs().y);
//CHARACTERS
if (a == 1){
if (farmer.collides(sheep.getBounds1())) {
sb.draw(sheep.getSheepDead(), sheep.getPosition().x, sheep.getPosition().y, 70, 45);
} else {
sb.draw(sheep.getSheep(), sheep.getPosition().x, sheep.getPosition().y, 70, 45);
}
}
if (a == 2){
if (farmer.collides(cow.getCowBounds())) {
sb.draw(cow.getCowDead(), cow.getPosition().x, cow.getPosition().y, 70, 45);
} else {
sb.draw(cow.getCow(), cow.getPosition().x, cow.getPosition().y, 70, 45);
}
}
if (a == 3){
if (farmer.collides(pig.getPigBounds())) {
sb.draw(pig.getPigDead(), pig.getPosition().x, pig.getPosition().y, 70, 45);
} else {
sb.draw(pig.getPig(), pig.getPosition().x, pig.getPosition().y, 70, 45);
}
}
if (a == 4){
if (farmer.collides(bunny.getBoundsBunny())) {
sb.draw(bunny.getBunnyDead(), bunny.getPosition().x, bunny.getPosition().y, 50,50);
} else {
sb.draw(bunny.getBunny(), bunny.getPosition().x, bunny.getPosition().y, 50, 50);
}
}
if (a == 5){
if (farmer.collides(chick.getChickBounds())) {
sb.draw(chick.getChickDead(), chick.getPosition().x, chick.getPosition().y, 32, 32);
} else {
sb.draw(chick.getChick(), chick.getPosition().x, chick.getPosition().y, 32, 32);
}
}
sb.draw(farmer.getFarmer(), farmer.getPosition().x, farmer.getPosition().y,120,110);
sb.end();
//Text to display countdown timer!1!1!
batch.begin();
font.setColor(Color.WHITE);
font.getData().setScale(2, 2);
font.draw(batch, ((41000 - (System.currentTimeMillis() - startTime)) / 1000) + " ", GameTutorial.WIDTH / 2, GameTutorial.HEIGHT);
batch.end();
}