本文整理匯總了Java中com.badlogic.gdx.graphics.g2d.SpriteBatch.enableBlending方法的典型用法代碼示例。如果您正苦於以下問題:Java SpriteBatch.enableBlending方法的具體用法?Java SpriteBatch.enableBlending怎麽用?Java SpriteBatch.enableBlending使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類com.badlogic.gdx.graphics.g2d.SpriteBatch
的用法示例。
在下文中一共展示了SpriteBatch.enableBlending方法的5個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。
示例1: create
import com.badlogic.gdx.graphics.g2d.SpriteBatch; //導入方法依賴的package包/類
@Override
public void create() {
batch = new SpriteBatch();
cam = new Camera(screenX, screenY);
batch.setProjectionMatrix(cam.camera.combined);
batch.enableBlending();
try {
save = new Save();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
this.setScreen(new MainMenu(this));
}
示例2: renderGL2
import com.badlogic.gdx.graphics.g2d.SpriteBatch; //導入方法依賴的package包/類
@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3: render
import com.badlogic.gdx.graphics.g2d.SpriteBatch; //導入方法依賴的package包/類
public void render(SpriteBatch batch) {
batch.disableBlending();
//draw opaques
for (Map map : maps) {
map.render(batch);
}
batch.enableBlending();
//draw transparents
player.render(batch);
for (Slot slot : slots) {
slot.render(batch);
}
}
示例4: render
import com.badlogic.gdx.graphics.g2d.SpriteBatch; //導入方法依賴的package包/類
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5: renderGL1
import com.badlogic.gdx.graphics.g2d.SpriteBatch; //導入方法依賴的package包/類
@Override
public void renderGL1(GL10 gl,float gameTime)
{
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
SpriteBatch batch = getSpriteBatch();
viewMatrix.setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
batch.setProjectionMatrix(viewMatrix);
batch.begin();
batch.disableBlending();
//begin render background
renderBackground(gameTime);
batch.end();
gl.glDisable(GL10.GL_DITHER);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glEnable(GL10.GL_CULL_FACE);
camera.update();
camera.apply(gl);
setLighting(gl);
for(IDrawable3D obj : collection)
if(obj.isVisible())
{
obj.renderGL1(gl, gameTime);
}
gl.glDisable(GL10.GL_CULL_FACE);
gl.glDisable(GL10.GL_DEPTH_TEST);
batch.setProjectionMatrix(viewMatrix);
//batch.setTransformMatrix(transformMatrix);
batch.begin();
batch.enableBlending();
//begin render foreground
renderForeground(gameTime);
batch.enableBlending();
batch.setBlendFunction(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
batch.end();
}