Example usage for org.lwjgl.opengl GL11 glEnd

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

Introduction

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

Prototype

public static native void glEnd();

Source Link

Document

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

Usage

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);

}