List of usage examples for com.badlogic.gdx Application getGraphics
public Graphics getGraphics();
From source file:com.davidykay.shootout.Renderer.java
License:Apache License
public void render(Application app, Simulation simulation) { GL10 gl = app.getGraphics().getGL10(); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glViewport(0, 0, app.getGraphics().getWidth(), app.getGraphics().getHeight()); renderBackground(gl);// www . j a va 2 s .c om renderEarth(gl); gl.glDisable(GL10.GL_DITHER); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glEnable(GL10.GL_CULL_FACE); //setProjectionAndCamera(app.getGraphics(), simulation.ship, app); setProjectionAndCameraAugmentedReality(app.getGraphics(), simulation, app); setLighting(gl); gl.glEnable(GL10.GL_TEXTURE_2D); renderMoon(gl, simulation.ship); renderShip(gl, simulation.ship, app); renderAliens(gl, simulation.aliens); gl.glDisable(GL10.GL_TEXTURE_2D); renderBlocks(gl, simulation.blocks); gl.glDisable(GL10.GL_LIGHTING); //renderShots(gl, simulation.shots); //renderRays(gl, simulation.mRays, true); renderAlienRays(gl, simulation.mAlienRays); renderPlayerRays(gl, simulation.mShipRays); gl.glEnable(GL10.GL_TEXTURE_2D); renderExplosions(gl, simulation.explosions); renderBombExplosions(gl, simulation.bombExplosions); gl.glDisable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_DEPTH_TEST); spriteBatch.setProjectionMatrix(viewMatrix); spriteBatch.setTransformMatrix(transformMatrix); spriteBatch.begin(); if (simulation.ship.lives != lastLives || simulation.score != lastScore || simulation.wave != lastWave) { status = "lives: " + simulation.ship.lives + " wave: " + simulation.wave + " score: " + simulation.score; lastLives = simulation.ship.lives; lastScore = simulation.score; lastWave = simulation.wave; } spriteBatch.enableBlending(); spriteBatch.setBlendFunction(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA); font.draw(spriteBatch, status, 0, 320); spriteBatch.end(); alienAngle += app.getGraphics().getDeltaTime() * 90; if (alienAngle > 360) alienAngle -= 360; }
From source file:com.davidykay.shootout.screens.GameLoop.java
License:Apache License
@Override public void render(Application app) { app.getGraphics().getGL10().glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); renderer.render(app, simulation);/*from ww w .java 2 s. co m*/ }
From source file:com.davidykay.shootout.screens.GameLoop.java
License:Apache License
@Override public void update(Application app) { simulation.update(app.getGraphics().getDeltaTime()); Input input = app.getInput();/* w ww . j a v a 2 s . c o m*/ final boolean ACCELEROMETER_STEERING = false; if (ACCELEROMETER_STEERING) { if (input.getAccelerometerY() < 0) simulation.moveShipLeft(app.getGraphics().getDeltaTime(), Math.abs(input.getAccelerometerY()) / 10); else simulation.moveShipRight(app.getGraphics().getDeltaTime(), Math.abs(input.getAccelerometerY()) / 10); } if (input.isKeyPressed(Keys.DPAD_LEFT)) simulation.moveShipLeft(app.getGraphics().getDeltaTime(), 0.5f); if (input.isKeyPressed(Keys.DPAD_RIGHT)) simulation.moveShipRight(app.getGraphics().getDeltaTime(), 0.5f); if (input.justTouched()) { final float x = input.getX(); final float y = input.getY(); Vector3 nearVector = new Vector3(x, y, 0); Vector3 farVector = new Vector3(x, y, 1); renderer.unproject(nearVector); renderer.unproject(farVector); /** Vector tracing between the near plane and the far plane **/ Vector3 inVector = new Vector3(nearVector); final Plane gamePlane = new Plane(new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1)); Ray pickRay = renderer.getCamera().getPickRay(x, y); Vector3 intersection = new Vector3(); Vector3 finalVector; if (FLAT_MODE) { // Flat Mode if (Intersector.intersectRayPlane(pickRay, gamePlane, intersection)) { finalVector = new Vector3(intersection); if (finalVector.equals(nearVector)) { Gdx.app.log(TAG, String.format("Near Vector! finalVector:(%s)", finalVector.toString())); } else { Gdx.app.log(TAG, String.format("INTERSECTION! finalVector:(%s)", finalVector.toString())); } } else { Gdx.app.log(TAG, String.format("NO INTERSECTION. nearVector:(%s)", nearVector.toString())); finalVector = new Vector3(nearVector); } } else { // 3D Mode finalVector = new Vector3(nearVector); //for (Alien alien : aliens) { // if ( // Intersector.intersectRayPlane( // pickRay, // gamePlane, // intersection // ) // ) { // } //} } //simulation.tapShot(nearVector); //simulation.tapShot(finalVector); simulation.tapRay(pickRay); } else { // If we haven't been touched, let's look at the orientation. This in an attempt to lower // impulse from user's finger. float azimuth = input.getAzimuth(); float pitch = input.getPitch(); float roll = input.getRoll(); simulation.updateOrientation(azimuth, pitch, roll); } }
From source file:com.davidykay.shootout.screens.GameOver.java
License:Apache License
@Override public void render(Application app) { app.getGraphics().getGL10().glClear(GL10.GL_COLOR_BUFFER_BIT); viewMatrix.setToOrtho2D(0, 0, 480, 320); spriteBatch.setProjectionMatrix(viewMatrix); spriteBatch.setTransformMatrix(transformMatrix); spriteBatch.begin();//from ww w . jav a 2 s. co m spriteBatch.disableBlending(); spriteBatch.setColor(Color.WHITE); spriteBatch.draw(background, 0, 0, 480, 320, 0, 0, 512, 512, false, false); spriteBatch.enableBlending(); spriteBatch.draw(logo, 0, 320 - 128, 480, 128, 0, 256, 512, 256, false, false); String text = "You have failed Earth.\nTouch to continue."; TextBounds bounds = font.getMultiLineBounds(text); spriteBatch.setBlendFunction(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA); font.drawMultiLine(spriteBatch, text, 0, 160 + bounds.height / 2, 480, HAlignment.CENTER); spriteBatch.end(); }
From source file:com.davidykay.shootout.screens.MainMenu.java
License:Apache License
@Override public void render(Application app) { app.getGraphics().getGL10().glClear(GL10.GL_COLOR_BUFFER_BIT); viewMatrix.setToOrtho2D(0, 0, 480, 320); spriteBatch.setProjectionMatrix(viewMatrix); spriteBatch.setTransformMatrix(transformMatrix); spriteBatch.begin();/*from w ww.j a v a 2s . c om*/ spriteBatch.disableBlending(); spriteBatch.setColor(Color.WHITE); spriteBatch.draw(background, 0, 0, 480, 320, 0, 0, 512, 512, false, false); spriteBatch.enableBlending(); spriteBatch.draw(logo, 0, 320 - 128, 480, 128, 0, 0, 512, 256, false, false); spriteBatch.setBlendFunction(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA); String text = "Touch to start!"; float width = font.getBounds(text).width; font.draw(spriteBatch, text, 240 - width / 2, 128); spriteBatch.end(); }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderSolarSystem(Application app, Simulation simulation) { GL10 gl = app.getGraphics().getGL10(); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glViewport(0, 0, app.getGraphics().getWidth(), app.getGraphics().getHeight()); // renderBackground(gl); gl.glDisable(GL10.GL_DITHER);// w w w . j a v a 2 s .c o m gl.glEnable(GL10.GL_DEPTH_TEST); gl.glEnable(GL10.GL_CULL_FACE); setProjectionAndCamera(app.getGraphics(), Simulation.ship, app, gl); setLighting(gl); gl.glEnable(GL10.GL_TEXTURE_2D); // renderRoids(gl); // camera.unproject(GameLoop.touchPoint.set(Gdx.input.getX(), // Gdx.input.getY(), 0)); // render earth // renderPlanet(gl, "earth", true, 63780f, 200000, 0, 50000); // render mars renderPlanet(gl, "sun", true, 33970, 0, 0, 50000); // render sun renderSun(gl, 69550f, 0, 0, -500000, app); // render jupiter // renderPlanet(gl, "earth", false, 714920f, -4000000, 0, 50000); // render moon // renderMoon(gl, 17370f, 100000, 0, -50000); // renderDrones(gl, simulation.drones, app, Simulation.ship); renderSky(gl, Simulation.ship, app); renderActors(gl); // do alpha models after this // render station renderStation(gl, "station01", true, 1000f, 0, 0, 0); // render myship renderShip(gl, Simulation.ship, Stardust3d.myCharacter.getShipname()); renderDusts(gl, Simulation.dusts); renderShots(gl, simulation.shots); renderMissiles(gl, simulation.missiles); // renderTrails(gl, simulation.trails); gl.glDisable(GL10.GL_TEXTURE_2D); // renderBlocks(gl, simulation.blocks); // gl.glDisable(GL10.GL_LIGHTING); gl.glEnable(GL10.GL_TEXTURE_2D); renderExplosions(gl, Simulation.explosions); renderHud(simulation, gl); stationAngle += app.getGraphics().getDeltaTime() * 1; if (stationAngle > 360) stationAngle -= 360; invaderAngle += app.getGraphics().getDeltaTime() * 10; if (invaderAngle > 360) invaderAngle -= 360; }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderInsideStation(Application app, Simulation simulation) { GL10 gl = app.getGraphics().getGL10(); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glViewport(0, 0, app.getGraphics().getWidth(), app.getGraphics().getHeight()); gl.glDisable(GL10.GL_DITHER);//w w w. j ava2 s . c o m gl.glEnable(GL10.GL_DEPTH_TEST); setStaticProjectionAndCamera(app.getGraphics(), app, gl); setLighting(gl); gl.glEnable(GL10.GL_TEXTURE_2D); renderStaticShip(gl, Simulation.ship, app, Stardust3d.myCharacter.getShipname()); // renderDrones(gl, simulation.drones, app, Simulation.ship); gl.glDisable(GL10.GL_DITHER); gl.glEnable(GL10.GL_TEXTURE_2D); // do alpha models after this renderHangar(gl, Simulation.ship, app); gl.glDisable(GL10.GL_TEXTURE_2D); renderHud(simulation, gl); }
From source file:com.digitale.mygdxgame.SplashRenderer.java
License:Open Source License
private void renderInsideStation(Application app) { GL10 gl = app.getGraphics().getGL10(); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glViewport(0, 0, app.getGraphics().getWidth(), app.getGraphics().getHeight()); gl.glEnable(GL10.GL_BLEND);//www . j av a 2 s .c om gl.glDisable(GL10.GL_DITHER); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glEnable(GL10.GL_CULL_FACE); setStaticProjectionAndCamera(app.getGraphics(), app, gl); setLighting(gl); gl.glEnable(GL10.GL_TEXTURE_2D); renderSky(gl); renderPlanet(gl, "sun", true, 1737f, Splash.planetmove - 150, 0, -2500, app); renderSky(gl); gl.glDisable(GL10.GL_DITHER); gl.glDisable(GL10.GL_CULL_FACE); //do alpha models after this renderStaticShip(gl, app); renderSun(gl, 70000f, -1600, 0, -4500, app); gl.glDisable(GL10.GL_TEXTURE_2D); renderHud(gl); }
From source file:org.illarion.engine.backend.gdx.GdxEngine.java
License:Open Source License
/** * Create a new instance of the engine along with the reference to the libGDX application that is used. * * @param gdxApplication the active libGDX application * @param container the game container that shows the application */// w w w.j a v a2 s . c om GdxEngine(@Nonnull final Application gdxApplication, @Nonnull final GameContainer container) { if (!gdxApplication.getGraphics().isGL20Available()) { Sys.alert("Graphic device failure.", "You graphic device does not seem to support the client."); System.exit(-1); } assets = new GdxAssets(gdxApplication, container); sounds = new GdxSounds(); graphics = new GdxGraphics(this, gdxApplication.getGraphics()); input = new GdxInput(gdxApplication.getInput()); }