List of usage examples for org.lwjgl.opengl GL11 glEnd
public static native void glEnd();
From source file:game.graphics.GUI_StatDisplay.java
License:Open Source License
@Override public void Render() { if (Enabled) { texture.bind();//w w w.j a v a 2 s . co m GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex3f(ScreenX, ScreenY, 0); GL11.glTexCoord2f(0, 1); GL11.glVertex3f(ScreenX, ScreenY + ScreenButtonHeight, 0); GL11.glTexCoord2f(1, 1); GL11.glVertex3f(ScreenX + ScreenButtonWidth, ScreenY + ScreenButtonHeight, 0); GL11.glTexCoord2f(1, 0); GL11.glVertex3f(ScreenX + ScreenButtonWidth, ScreenY, 0); GL11.glEnd(); Buttons.get(0).Render(); if (player.getLevelUpPoints() > 0) { for (int i = 1; i < Buttons.size(); i++) { Buttons.get(i).Render(); } } font.drawString(ScreenX + 30, ScreenY + 10, "Player stats", Color.black); font.drawString(ScreenX + 30, ScreenY + 30, player.GetStats().getPrimaryString(), Color.black); font.drawString(ScreenX + 150, ScreenY + 30, player.GetStats().getPrimaryStringValues(), Color.black); font.drawString(ScreenX + 250, ScreenY + 30, player.GetStats().getSecondaryString(), Color.black); font.drawString(ScreenX + 420, ScreenY + 30, player.GetStats().getSecondaryStringValues(), Color.black); font.drawString(ScreenX + 30, ScreenY + 250, "Level up points: " + Integer.toString(player.getLevelUpPoints()), Color.black); } }
From source file:game.graphics.GUI_Stats.java
License:Open Source License
private void DrawExperienceBar() { if (ExpTexture != null) { ExpTexture.bind();/*from w w w.j a va 2 s .c o m*/ GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex3f(225, 704, 0); GL11.glTexCoord2f(0, 1); GL11.glVertex3f(225, 763, 0); GL11.glTexCoord2f(1, 1); GL11.glVertex3f(225 + 843f * player.Experience / player.GetExpNeedToLevel(), 763, 0); GL11.glTexCoord2f(1, 0); GL11.glVertex3f(225 + 843f * player.Experience / player.GetExpNeedToLevel(), 704, 0); GL11.glEnd(); String drawString = Integer.toString(player.Experience); font1.drawString(645.0F - (float) drawString.length() / 2 * 10, 705.0F, drawString, Color.black); } }
From source file:game.graphics.GUI_Stats.java
License:Open Source License
private void DrawHealthBar() { if (HealthTexture != null) { HealthTexture.bind();/*from ww w . j a va2 s . com*/ 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 w w w.j a v a 2s . c o 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);/* w w w . j av a2s . c om*/ // BOTTOM OF PILLAR GL11.glColor3f(0.8f, 0.8f, 0.8f); 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);/* ww w. j a v a2 s. co m*/ if (Direction > 0) { GL11.glColor3f(139f / 256f, 34f / 256f, 82f / 256f); } else { 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);// w w w . j a va2 s .c om 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 ww.j a v a2s . c o m 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);// www. ja v a 2s .c om 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);/*from w w w .j a v a 2s . c o m*/ 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); }