Example usage for org.lwjgl.opengl GL11 glBegin

List of usage examples for org.lwjgl.opengl GL11 glBegin

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL11 glBegin.

Prototype

public static native void glBegin(@NativeType("GLenum") int mode);

Source Link

Document

Begins the definition of vertex attributes of a sequence of primitives to be transferred to the GL.

Usage

From source file:game.graphics.GUI_Stats.java

License:Open Source License

private void DrawHealthBar() {
    if (HealthTexture != null) {
        HealthTexture.bind();//from   w w  w.j  ava  2  s . c  om
        GL11.glBegin(GL11.GL_QUADS);
        GL11.glTexCoord2f(0, 0);
        GL11.glVertex3f(226, 701 - 54 * player.GetStats().GetHealthPercent() / 100, 0);
        GL11.glTexCoord2f(0, 1);
        GL11.glVertex3f(226, 701, 0);

        GL11.glTexCoord2f(1, 1);
        GL11.glVertex3f(318, 701, 0);

        GL11.glTexCoord2f(1, 0);
        GL11.glVertex3f(318, 701 - 54 * player.GetStats().GetHealthPercent() / 100, 0);
        GL11.glEnd();
        String drawString = Integer.toString(player.GetStats().GetHealth());
        font1.drawString(271 - (float) drawString.length() / 2 * 10, 668.0F, drawString, Color.black);

    }
}

From source file:game.graphics.GUI_Stats.java

License:Open Source License

private void DrawManaBar() {
    if (ManaTexture != null) {
        ManaTexture.bind();//from www.jav a  2  s .co  m
        GL11.glBegin(GL11.GL_QUADS);
        GL11.glTexCoord2f(0, 0);
        GL11.glVertex3f(978, 701 - 54 * player.GetStats().GetManaPercent() / 100, 0);
        GL11.glTexCoord2f(0, 1);
        GL11.glVertex3f(978, 701, 0);

        GL11.glTexCoord2f(1, 1);
        GL11.glVertex3f(1070, 701, 0);

        GL11.glTexCoord2f(1, 0);
        GL11.glVertex3f(1070, 701 - 54 * player.GetStats().GetManaPercent() / 100, 0);
        GL11.glEnd();
        String drawString = Integer.toString(player.GetStats().GetMana());
        font1.drawString(1020 - (float) drawString.length() / 2 * 10, 668.0F, drawString, Color.black);
    }
}

From source file:game.level.entities.furniture.Pillar.java

License:Open Source License

@Override
public void Render(int x, int y) {
    GL11.glBegin(GL11.GL_QUADS);

    // BOTTOM OF PILLAR
    GL11.glColor3f(0.8f, 0.8f, 0.8f);/*from  w  w  w . j a  v a2  s .  c  om*/
    GL11.glVertex3f(-0.5f, -0.5f, -0.5f);
    GL11.glColor3f(0.5f, 0.5f, 0.5f);
    GL11.glVertex3f(0.5f, -0.5f, -0.5f);
    GL11.glVertex3f(0.5f, 0.5f, -0.5f);
    GL11.glVertex3f(-0.5f, 0.5f, -0.5f);

    GL11.glColor3f(0.8f, 0.8f, 0.8f);
    GL11.glVertex3f(-0.5f, -0.5f, 0f);
    GL11.glVertex3f(0.5f, -0.5f, 0f);
    GL11.glColor3f(0.5f, 0.5f, 0.5f);
    GL11.glVertex3f(0.5f, -0.5f, -0.5f);
    GL11.glVertex3f(-0.5f, -0.5f, -0.5f);

    GL11.glColor3f(0.8f, 0.8f, 0.8f);
    GL11.glVertex3f(0.5f, -0.5f, 0f);
    GL11.glVertex3f(0.5f, 0.5f, 0f);
    GL11.glColor3f(0.5f, 0.5f, 0.5f);
    GL11.glVertex3f(0.5f, 0.5f, -0.5f);
    GL11.glVertex3f(0.5f, -0.5f, -0.5f);

    GL11.glColor3f(0.8f, 0.8f, 0.8f);
    GL11.glVertex3f(0.5f, 0.5f, 0f);
    GL11.glVertex3f(-0.5f, 0.5f, 0f);
    GL11.glColor3f(0.5f, 0.5f, 0.5f);
    GL11.glVertex3f(-0.5f, 0.5f, -0.5f);
    GL11.glVertex3f(0.5f, 0.5f, -0.5f);

    GL11.glColor3f(0.8f, 0.8f, 0.8f);
    GL11.glVertex3f(-0.5f, 0.5f, 0f);
    GL11.glVertex3f(-0.5f, -0.5f, 0f);
    GL11.glColor3f(0.5f, 0.5f, 0.5f);
    GL11.glVertex3f(-0.5f, -0.5f, -0.5f);
    GL11.glVertex3f(-0.5f, 0.5f, -0.5f);

    GL11.glColor3f(0.8f, 0.8f, 0.8f);
    GL11.glVertex3f(-0.3f, -0.3f, 0f);
    GL11.glVertex3f(0.3f, -0.3f, 0f);
    GL11.glColor3f(0.5f, 0.5f, 0.5f);
    GL11.glVertex3f(0.3f, -0.3f, -4.5f);
    GL11.glVertex3f(-0.3f, -0.3f, -4.5f);

    GL11.glColor3f(0.8f, 0.8f, 0.8f);
    GL11.glVertex3f(0.3f, -0.3f, 0f);
    GL11.glVertex3f(0.3f, 0.3f, 0f);
    GL11.glColor3f(0.5f, 0.5f, 0.5f);
    GL11.glVertex3f(0.3f, 0.3f, -4.5f);
    GL11.glVertex3f(0.3f, -0.3f, -4.5f);

    GL11.glColor3f(0.8f, 0.8f, 0.8f);
    GL11.glVertex3f(0.3f, 0.3f, 0f);
    GL11.glVertex3f(-0.3f, 0.3f, 0f);
    GL11.glColor3f(0.5f, 0.5f, 0.5f);
    GL11.glVertex3f(-0.3f, 0.3f, -4.5f);
    GL11.glVertex3f(0.3f, 0.3f, -4.5f);

    GL11.glColor3f(0.8f, 0.8f, 0.8f);
    GL11.glVertex3f(-0.3f, 0.3f, 0f);
    GL11.glVertex3f(-0.3f, -0.3f, 0f);
    GL11.glColor3f(0.5f, 0.5f, 0.5f);
    GL11.glVertex3f(-0.3f, -0.3f, -4.5f);
    GL11.glVertex3f(-0.3f, 0.3f, -4.5f);

    GL11.glColor3f(0.4f, 0.4f, 0.4f);
    GL11.glVertex3f(-0.3f, -0.3f, -4.5f);
    GL11.glVertex3f(0.3f, -0.3f, -4.5f);
    GL11.glVertex3f(0.3f, 0.3f, -4.5f);
    GL11.glVertex3f(-0.3f, 0.3f, -4.5f);

    // TOP OF PILLAR

    GL11.glColor3f(0.8f, 0.8f, 0.8f);
    GL11.glVertex3f(-0.5f, -0.5f, -4.5f);
    GL11.glColor3f(0.5f, 0.5f, 0.5f);
    GL11.glVertex3f(0.5f, -0.5f, -4.5f);
    GL11.glVertex3f(0.5f, 0.5f, -4.5f);
    GL11.glVertex3f(-0.5f, 0.5f, -4.5f);

    GL11.glColor3f(0.8f, 0.8f, 0.8f);
    GL11.glVertex3f(-0.5f, -0.5f, -4f);
    GL11.glVertex3f(0.5f, -0.5f, -4f);
    GL11.glColor3f(0.5f, 0.5f, 0.5f);
    GL11.glVertex3f(0.5f, -0.5f, -4.5f);
    GL11.glVertex3f(-0.5f, -0.5f, -4.5f);

    GL11.glColor3f(0.8f, 0.8f, 0.8f);
    GL11.glVertex3f(0.5f, -0.5f, -4f);
    GL11.glVertex3f(0.5f, 0.5f, -4f);
    GL11.glColor3f(0.5f, 0.5f, 0.5f);
    GL11.glVertex3f(0.5f, 0.5f, -4.5f);
    GL11.glVertex3f(0.5f, -0.5f, -4.5f);

    GL11.glColor3f(0.8f, 0.8f, 0.8f);
    GL11.glVertex3f(0.5f, 0.5f, -4f);
    GL11.glVertex3f(-0.5f, 0.5f, -4f);
    GL11.glColor3f(0.5f, 0.5f, 0.5f);
    GL11.glVertex3f(-0.5f, 0.5f, -4.5f);
    GL11.glVertex3f(0.5f, 0.5f, -4.5f);

    GL11.glColor3f(0.8f, 0.8f, 0.8f);
    GL11.glVertex3f(-0.5f, 0.5f, -4f);
    GL11.glVertex3f(-0.5f, -0.5f, -4f);
    GL11.glColor3f(0.5f, 0.5f, 0.5f);
    GL11.glVertex3f(-0.5f, -0.5f, -4.5f);
    GL11.glVertex3f(-0.5f, 0.5f, -4.5f);

    GL11.glEnd();

}

From source file:game.level.entities.furniture.Portal.java

License:Open Source License

@Override
public void Render(int x, int y) {
    GL11.glRotatef(YawRotation, 0, 0, 1);
    GL11.glBegin(GL11.GL_LINE_LOOP);

    if (Direction > 0) {
        GL11.glColor3f(139f / 256f, 34f / 256f, 82f / 256f);
    } else {//from   w  w  w.ja  v a2s .  c  o  m
        GL11.glColor3f(224f / 256f, 102f / 256f, 255f / 256f);
    }
    GL11.glVertex3f(-0.5f, -0.5f, -0.5f);

    GL11.glVertex3f(0.5f, -0.5f, -0.5f);
    GL11.glVertex3f(0.5f, 0.5f, -0.5f);
    GL11.glVertex3f(-0.5f, 0.5f, -0.5f);

    GL11.glVertex3f(-0.5f, -0.5f, 0f);
    GL11.glVertex3f(0.5f, -0.5f, 0f);

    GL11.glVertex3f(0.5f, -0.5f, -0.5f);
    GL11.glVertex3f(-0.5f, -0.5f, -0.5f);

    GL11.glVertex3f(0.5f, -0.5f, 0f);
    GL11.glVertex3f(0.5f, 0.5f, 0f);

    GL11.glVertex3f(0.5f, 0.5f, -0.5f);
    GL11.glVertex3f(0.5f, -0.5f, -0.5f);

    GL11.glVertex3f(0.5f, 0.5f, 0f);
    GL11.glVertex3f(-0.5f, 0.5f, 0f);

    GL11.glVertex3f(-0.5f, 0.5f, -0.5f);
    GL11.glVertex3f(0.5f, 0.5f, -0.5f);

    GL11.glVertex3f(-0.5f, 0.5f, 0f);
    GL11.glVertex3f(-0.5f, -0.5f, 0f);

    GL11.glVertex3f(-0.5f, -0.5f, -0.5f);
    GL11.glVertex3f(-0.5f, 0.5f, -0.5f);

    GL11.glVertex3f(-0.3f, -0.3f, 0f);
    GL11.glVertex3f(0.3f, -0.3f, 0f);

    GL11.glVertex3f(0.3f, -0.3f, -4.5f);
    GL11.glVertex3f(-0.3f, -0.3f, -4.5f);

    GL11.glVertex3f(0.3f, -0.3f, 0f);
    GL11.glVertex3f(0.3f, 0.3f, 0f);

    GL11.glVertex3f(0.3f, 0.3f, -4.5f);
    GL11.glVertex3f(0.3f, -0.3f, -4.5f);

    GL11.glVertex3f(0.3f, 0.3f, 0f);
    GL11.glVertex3f(-0.3f, 0.3f, 0f);

    GL11.glVertex3f(-0.3f, 0.3f, -4.5f);
    GL11.glVertex3f(0.3f, 0.3f, -4.5f);

    GL11.glVertex3f(-0.3f, 0.3f, 0f);
    GL11.glVertex3f(-0.3f, -0.3f, 0f);

    GL11.glVertex3f(-0.3f, -0.3f, -4.5f);
    GL11.glVertex3f(-0.3f, 0.3f, -4.5f);

    GL11.glVertex3f(-0.3f, -0.3f, -4.5f);
    GL11.glVertex3f(0.3f, -0.3f, -4.5f);
    GL11.glVertex3f(0.3f, 0.3f, -4.5f);
    GL11.glVertex3f(-0.3f, 0.3f, -4.5f);

    // TOP OF PILLAR

    GL11.glVertex3f(-0.5f, -0.5f, -4.5f);

    GL11.glVertex3f(0.5f, -0.5f, -4.5f);
    GL11.glVertex3f(0.5f, 0.5f, -4.5f);
    GL11.glVertex3f(-0.5f, 0.5f, -4.5f);

    GL11.glVertex3f(-0.5f, -0.5f, -4f);
    GL11.glVertex3f(0.5f, -0.5f, -4f);

    GL11.glVertex3f(0.5f, -0.5f, -4.5f);
    GL11.glVertex3f(-0.5f, -0.5f, -4.5f);

    GL11.glVertex3f(0.5f, -0.5f, -4f);
    GL11.glVertex3f(0.5f, 0.5f, -4f);

    GL11.glVertex3f(0.5f, 0.5f, -4.5f);
    GL11.glVertex3f(0.5f, -0.5f, -4.5f);

    GL11.glVertex3f(0.5f, 0.5f, -4f);
    GL11.glVertex3f(-0.5f, 0.5f, -4f);

    GL11.glVertex3f(-0.5f, 0.5f, -4.5f);
    GL11.glVertex3f(0.5f, 0.5f, -4.5f);

    GL11.glVertex3f(-0.5f, 0.5f, -4f);
    GL11.glVertex3f(-0.5f, -0.5f, -4f);

    GL11.glVertex3f(-0.5f, -0.5f, -4.5f);
    GL11.glVertex3f(-0.5f, 0.5f, -4.5f);

    GL11.glEnd();
    GL11.glRotatef(-YawRotation, 0, 0, 1);
    YawRotation += 12;
}

From source file:game.level.entities.mobs.enemies.Bandit.java

License:Open Source License

@Override
public void Render(int x, int y) {
    GL11.glRotatef(Facing * 90f, 0f, 0f, 1f);
    GL11.glEnable(GL11.GL_TEXTURE_2D);/*from w  ww .java 2s .  co m*/
    Color.white.bind();
    MobArt.Bandit.bind();
    GL11.glBegin(GL11.GL_QUADS);

    GL11.glTexCoord2f(0, 0);
    GL11.glVertex3f(-0.3f, -0.3f, 0);
    GL11.glTexCoord2f(0, 1);
    GL11.glVertex3f(0.3f, -0.3f, 0);
    GL11.glTexCoord2f(1, 1);
    GL11.glVertex3f(0.3f, 0.3f, 0);
    GL11.glTexCoord2f(1, 0);
    GL11.glVertex3f(-0.3f, 0.3f, 0);

    // Topwards side
    // Top right
    GL11.glTexCoord2f(64f / 64f, 18f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, 0);
    // Bottom left+Right
    GL11.glTexCoord2f(64f / 64f, 36f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, 0);
    // Bottom left
    GL11.glTexCoord2f(18 / 64f, 36f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT);

    // Top left
    GL11.glTexCoord2f(18f / 64f, 18f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT);

    // Rightwards side
    // Top right
    GL11.glTexCoord2f(64f / 64f, 0f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, 0);
    // Bottom Right
    GL11.glTexCoord2f(64f / 64f, 18f / 64f);
    GL11.glVertex3f(0.3f, 0.3f, 0);
    // Bottom left
    GL11.glTexCoord2f(19 / 64f, 18f / 64f);
    GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT);
    // Top left
    GL11.glTexCoord2f(19f / 64f, 0f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT);

    // Front
    // Bottom left
    GL11.glTexCoord2f(0, 46f / 64f);
    GL11.glVertex3f(0.3f, 0.3f, 0);
    // Bottom left+Right
    GL11.glTexCoord2f(18f / 64f, 46f / 64f);
    GL11.glVertex3f(-0.3f, 0.3f, 0);

    // Top right
    GL11.glTexCoord2f(18f / 64f, 0);
    GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT);
    // Top left
    GL11.glTexCoord2f(0, 0);
    GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT);

    // Leftwards Side
    // Top right
    GL11.glTexCoord2f(64f / 64f, 37f / 64f);
    GL11.glVertex3f(-0.3f, 0.3f, 0);
    // Bottom left+Right
    GL11.glTexCoord2f(64f / 64f, 54f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, 0);
    // Bottom left
    GL11.glTexCoord2f(19 / 64f, 54f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT);
    // Top left
    GL11.glTexCoord2f(19f / 64f, 37f / 64f);
    GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT);

    // TOP
    // Top right
    GL11.glTexCoord2f(18f / 64f, 46f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT);
    // Top left
    GL11.glTexCoord2f(0, 46f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT);
    // Bottom left
    GL11.glTexCoord2f(0, 64f / 64f);
    GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT);
    // Bottom left+Right
    GL11.glTexCoord2f(18f / 64f, 64f / 64f);
    GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT);
    GL11.glEnd();
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glBegin(GL11.GL_QUADS);
    RenderHealthBar();
    GL11.glEnd();
    GL11.glRotatef(Facing * -90f, 0f, 0f, 1f);

}

From source file:game.level.entities.mobs.enemies.Demon.java

License:Open Source License

@Override
public void Render(int x, int y) {
    GL11.glRotatef(Facing * 90f, 0f, 0f, 1f);
    GL11.glEnable(GL11.GL_TEXTURE_2D);/*from w  w w. j  a  v a2s  .com*/
    Color.white.bind();
    MobArt.Demon.bind();
    GL11.glBegin(GL11.GL_QUADS);

    // Topwards side
    // Top right
    GL11.glTexCoord2f(64f / 64f, 18f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, 0);
    // Bottom left+Right
    GL11.glTexCoord2f(64f / 64f, 36f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, 0);
    // Bottom left
    GL11.glTexCoord2f(18 / 64f, 36f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT);

    // Top left
    GL11.glTexCoord2f(18f / 64f, 18f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT);

    // Rightwards side
    // Top right
    GL11.glTexCoord2f(64f / 64f, 0f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, 0);
    // Bottom Right
    GL11.glTexCoord2f(64f / 64f, 18f / 64f);
    GL11.glVertex3f(0.3f, 0.3f, 0);
    // Bottom left
    GL11.glTexCoord2f(19 / 64f, 18f / 64f);
    GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT);
    // Top left
    GL11.glTexCoord2f(19f / 64f, 0f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT);

    // Front
    // Bottom left
    GL11.glTexCoord2f(0, 46f / 64f);
    GL11.glVertex3f(0.3f, 0.3f, 0);
    // Bottom left+Right
    GL11.glTexCoord2f(18f / 64f, 46f / 64f);
    GL11.glVertex3f(-0.3f, 0.3f, 0);

    // Top right
    GL11.glTexCoord2f(18f / 64f, 0);
    GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT);
    // Top left
    GL11.glTexCoord2f(0, 0);
    GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT);

    // Leftwards Side
    // Top right
    GL11.glTexCoord2f(64f / 64f, 37f / 64f);
    GL11.glVertex3f(-0.3f, 0.3f, 0);
    // Bottom left+Right
    GL11.glTexCoord2f(64f / 64f, 54f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, 0);
    // Bottom left
    GL11.glTexCoord2f(19 / 64f, 54f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT);
    // Top left
    GL11.glTexCoord2f(19f / 64f, 37f / 64f);
    GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT);

    // TOP
    // Top right
    GL11.glTexCoord2f(18f / 64f, 46f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT);
    // Top left
    GL11.glTexCoord2f(0, 46f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT);
    // Bottom left
    GL11.glTexCoord2f(0, 64f / 64f);
    GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT);
    // Bottom left+Right
    GL11.glTexCoord2f(18f / 64f, 64f / 64f);
    GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT);

    GL11.glEnd();
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glBegin(GL11.GL_QUADS);
    RenderHealthBar();
    GL11.glEnd();
    GL11.glRotatef(Facing * -90f, 0f, 0f, 1f);

}

From source file:game.level.entities.mobs.enemies.Dwarf.java

License:Open Source License

@Override
public void Render(int x, int y) {
    GL11.glRotatef(Facing * 90f, 0f, 0f, 1f);
    GL11.glEnable(GL11.GL_TEXTURE_2D);/*from w w  w . j  av a2s.  co  m*/
    Color.white.bind();
    MobArt.Dwarf.bind();
    GL11.glBegin(GL11.GL_QUADS);

    // Topwards side
    // Top right
    GL11.glTexCoord2f(64f / 64f, 18f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, 0);
    // Bottom left+Right
    GL11.glTexCoord2f(64f / 64f, 36f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, 0);
    // Bottom left
    GL11.glTexCoord2f(18 / 64f, 36f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT);

    // Top left
    GL11.glTexCoord2f(18f / 64f, 18f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT);

    // Rightwards side
    // Top right
    GL11.glTexCoord2f(64f / 64f, 0f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, 0);
    // Bottom Right
    GL11.glTexCoord2f(64f / 64f, 18f / 64f);
    GL11.glVertex3f(0.3f, 0.3f, 0);
    // Bottom left
    GL11.glTexCoord2f(19 / 64f, 18f / 64f);
    GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT);
    // Top left
    GL11.glTexCoord2f(19f / 64f, 0f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT);

    // Front
    // Bottom left
    GL11.glTexCoord2f(0, 46f / 64f);
    GL11.glVertex3f(0.3f, 0.3f, 0);
    // Bottom left+Right
    GL11.glTexCoord2f(18f / 64f, 46f / 64f);
    GL11.glVertex3f(-0.3f, 0.3f, 0);

    // Top right
    GL11.glTexCoord2f(18f / 64f, 0);
    GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT);
    // Top left
    GL11.glTexCoord2f(0, 0);
    GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT);

    // Leftwards Side
    // Top right
    GL11.glTexCoord2f(64f / 64f, 37f / 64f);
    GL11.glVertex3f(-0.3f, 0.3f, 0);
    // Bottom left+Right
    GL11.glTexCoord2f(64f / 64f, 54f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, 0);
    // Bottom left
    GL11.glTexCoord2f(19 / 64f, 54f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT);
    // Top left
    GL11.glTexCoord2f(19f / 64f, 37f / 64f);
    GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT);

    // TOP
    // Top right
    GL11.glTexCoord2f(18f / 64f, 46f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT);
    // Top left
    GL11.glTexCoord2f(0, 46f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT);
    // Bottom left
    GL11.glTexCoord2f(0, 64f / 64f);
    GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT);
    // Bottom left+Right
    GL11.glTexCoord2f(18f / 64f, 64f / 64f);
    GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT);

    GL11.glEnd();
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glBegin(GL11.GL_QUADS);
    RenderHealthBar();
    GL11.glEnd();
    GL11.glRotatef(Facing * -90f, 0f, 0f, 1f);

}

From source file:game.level.entities.mobs.enemies.Ghost.java

License:Open Source License

@Override
public void Render(int x, int y) {
    GL11.glRotatef(Facing * 90f, 0f, 0f, 1f);
    GL11.glEnable(GL11.GL_TEXTURE_2D);/* w w w .j av  a  2 s  . c  om*/
    Color.white.bind();
    MobArt.Ghost.bind();
    GL11.glBegin(GL11.GL_QUADS);

    // Topwards side
    // Top right
    GL11.glTexCoord2f(64f / 64f, 18f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, 0);
    // Bottom left+Right
    GL11.glTexCoord2f(64f / 64f, 36f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, 0);
    // Bottom left
    GL11.glTexCoord2f(18 / 64f, 36f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT);

    // Top left
    GL11.glTexCoord2f(18f / 64f, 18f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT);

    // Rightwards side
    // Top right
    GL11.glTexCoord2f(64f / 64f, 0f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, 0);
    // Bottom Right
    GL11.glTexCoord2f(64f / 64f, 18f / 64f);
    GL11.glVertex3f(0.3f, 0.3f, 0);
    // Bottom left
    GL11.glTexCoord2f(19 / 64f, 18f / 64f);
    GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT);
    // Top left
    GL11.glTexCoord2f(19f / 64f, 0f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT);

    // Front
    // Bottom left
    GL11.glTexCoord2f(0, 46f / 64f);
    GL11.glVertex3f(0.3f, 0.3f, 0);
    // Bottom left+Right
    GL11.glTexCoord2f(18f / 64f, 46f / 64f);
    GL11.glVertex3f(-0.3f, 0.3f, 0);

    // Top right
    GL11.glTexCoord2f(18f / 64f, 0);
    GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT);
    // Top left
    GL11.glTexCoord2f(0, 0);
    GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT);

    // Leftwards Side
    // Top right
    GL11.glTexCoord2f(64f / 64f, 37f / 64f);
    GL11.glVertex3f(-0.3f, 0.3f, 0);
    // Bottom left+Right
    GL11.glTexCoord2f(64f / 64f, 54f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, 0);
    // Bottom left
    GL11.glTexCoord2f(19 / 64f, 54f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT);
    // Top left
    GL11.glTexCoord2f(19f / 64f, 37f / 64f);
    GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT);

    // TOP
    // Top right
    GL11.glTexCoord2f(18f / 64f, 46f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT);
    // Top left
    GL11.glTexCoord2f(0, 46f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT);
    // Bottom left
    GL11.glTexCoord2f(0, 64f / 64f);
    GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT);
    // Bottom left+Right
    GL11.glTexCoord2f(18f / 64f, 64f / 64f);
    GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT);

    GL11.glEnd();
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glBegin(GL11.GL_QUADS);
    RenderHealthBar();
    GL11.glEnd();
    GL11.glRotatef(Facing * -90f, 0f, 0f, 1f);

}

From source file:game.level.entities.mobs.enemies.Lich.java

License:Open Source License

@Override
public void Render(int x, int y) {
    GL11.glRotatef(Facing * 90f, 0f, 0f, 1f);
    GL11.glEnable(GL11.GL_TEXTURE_2D);//from   w  ww  .  ja  va 2  s .co m
    Color.white.bind();
    MobArt.Lich.bind();
    GL11.glBegin(GL11.GL_QUADS);

    // Topwards side
    // Top right
    GL11.glTexCoord2f(64f / 64f, 18f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, 0);
    // Bottom left+Right
    GL11.glTexCoord2f(64f / 64f, 36f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, 0);
    // Bottom left
    GL11.glTexCoord2f(18 / 64f, 36f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT);

    // Top left
    GL11.glTexCoord2f(18f / 64f, 18f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT);

    // Rightwards side
    // Top right
    GL11.glTexCoord2f(64f / 64f, 0f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, 0);
    // Bottom Right
    GL11.glTexCoord2f(64f / 64f, 18f / 64f);
    GL11.glVertex3f(0.3f, 0.3f, 0);
    // Bottom left
    GL11.glTexCoord2f(19 / 64f, 18f / 64f);
    GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT);
    // Top left
    GL11.glTexCoord2f(19f / 64f, 0f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT);

    // Front
    // Bottom left
    GL11.glTexCoord2f(0, 46f / 64f);
    GL11.glVertex3f(0.3f, 0.3f, 0);
    // Bottom left+Right
    GL11.glTexCoord2f(18f / 64f, 46f / 64f);
    GL11.glVertex3f(-0.3f, 0.3f, 0);

    // Top right
    GL11.glTexCoord2f(18f / 64f, 0);
    GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT);
    // Top left
    GL11.glTexCoord2f(0, 0);
    GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT);

    // Leftwards Side
    // Top right
    GL11.glTexCoord2f(64f / 64f, 37f / 64f);
    GL11.glVertex3f(-0.3f, 0.3f, 0);
    // Bottom left+Right
    GL11.glTexCoord2f(64f / 64f, 54f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, 0);
    // Bottom left
    GL11.glTexCoord2f(19 / 64f, 54f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT);
    // Top left
    GL11.glTexCoord2f(19f / 64f, 37f / 64f);
    GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT);

    // TOP
    // Top right
    GL11.glTexCoord2f(18f / 64f, 46f / 64f);
    GL11.glVertex3f(-0.3f, -0.3f, -MOB_HEIGHT);
    // Top left
    GL11.glTexCoord2f(0, 46f / 64f);
    GL11.glVertex3f(0.3f, -0.3f, -MOB_HEIGHT);
    // Bottom left
    GL11.glTexCoord2f(0, 64f / 64f);
    GL11.glVertex3f(0.3f, 0.3f, -MOB_HEIGHT);
    // Bottom left+Right
    GL11.glTexCoord2f(18f / 64f, 64f / 64f);
    GL11.glVertex3f(-0.3f, 0.3f, -MOB_HEIGHT);
    GL11.glEnd();
    GL11.glDisable(GL11.GL_TEXTURE_2D);
    GL11.glBegin(GL11.GL_QUADS);
    RenderHealthBar();

    GL11.glEnd();
    GL11.glRotatef(Facing * -90f, 0f, 0f, 1f);
    RenderCrystal(1, 1);
    RenderCrystal(1, 80);
    RenderCrystal(1, 170);

}

From source file:game.level.entities.mobs.enemies.Lich.java

License:Open Source License

private void RenderCrystal(int i, int j) {
    GL11.glTranslated(Math.cos((YawRotate + j) / 180 * Math.PI) * i,
            Math.sin((YawRotate + j) / 180f * Math.PI) * i, 0);
    GL11.glRotatef(YawRotate, 0, 0, 1);//from   www  .  ja v a  2 s  .  c om
    GL11.glBegin(GL11.GL_TRIANGLES);

    GL11.glColor3f(0, 0, 1);
    GL11.glVertex3f(+0.1f, -0.1f, -0.1f);
    GL11.glVertex3f(-0.1f, -0.1f, -0.1f);
    GL11.glColor3f(1, 1, 1);
    GL11.glVertex3f(0, 0, -1f);

    GL11.glColor3f(0, 0, 1);
    GL11.glVertex3f(-0.1f, -0.1f, -0.1f);
    GL11.glVertex3f(0, +0.1f, -0.1f);
    GL11.glColor3f(1, 1, 1);
    GL11.glVertex3f(0, 0, -1f);

    GL11.glColor3f(0, 0, 1);
    GL11.glVertex3f(0, +0.1f, -0.1f);
    GL11.glVertex3f(+0.1f, -0.1f, -0.1f);
    GL11.glColor3f(1, 1, 1);
    GL11.glVertex3f(0, 0, -1f);

    GL11.glEnd();

    GL11.glRotatef(-YawRotate, 0, 0, 1);
    GL11.glTranslated(-Math.cos((YawRotate + j) / 180 * Math.PI) * i,
            -Math.sin((YawRotate + j) / 180f * Math.PI) * i, 0);
    YawRotate += 8;

}