List of usage examples for org.lwjgl.opengl GL11 glEnd
public static native void glEnd();
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. j av a 2 s. c o 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 ww w. j a v a 2 s .com*/ 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; }
From source file:game.level.entities.mobs.enemies.Orc.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 a2 s .c o m Color.white.bind(); MobArt.Orc.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.Skeleton.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 v a 2 s .c o m Color.white.bind(); MobArt.Skeleton.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.Vampire.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);// ww w . j a va 2 s. c o m Color.white.bind(); MobArt.Vampire.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.Werewolf.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);// ww w. j av a 2s. c o m Color.white.bind(); MobArt.Werewolf.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.Zombie.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 v a 2 s . c om Color.white.bind(); MobArt.Zombie.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.player.Inventory.java
License:Open Source License
private void RenderSelectedTexture(int x, int y) { ItemArt.SelectedIcon.bind();/*from www . j a v a 2s . c o m*/ GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0, 0); GL11.glVertex3f(x, y, 0); GL11.glTexCoord2f(0, 1); GL11.glVertex3f(x, y + WidthRef, 0); GL11.glTexCoord2f(1, 1); GL11.glVertex3f(x + WidthRef, y + WidthRef, 0); GL11.glTexCoord2f(1, 0); GL11.glVertex3f(x + WidthRef, y, 0); GL11.glEnd(); }
From source file:game.level.entities.mobs.player.items.EquipableItem.java
License:Open Source License
@Override public void Render(int ScreenX, int ScreenY) { ItemArt.Equipables.bind();//from w w w. jav a 2 s. com GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(TEXTURE_QUAD_XLENGTH * XTextureRef, TEXTURE_QUAD_YLENGTH * YTextureRef); GL11.glVertex3f(ScreenX, ScreenY, 0); GL11.glTexCoord2f(TEXTURE_QUAD_XLENGTH * XTextureRef, TEXTURE_QUAD_YLENGTH * (YTextureRef + 1)); GL11.glVertex3f(ScreenX, ScreenY + IconWidth, 0); GL11.glTexCoord2f(TEXTURE_QUAD_XLENGTH * (XTextureRef + 1), TEXTURE_QUAD_YLENGTH * (YTextureRef + 1)); GL11.glVertex3f(ScreenX + IconWidth, ScreenY + IconWidth, 0); GL11.glTexCoord2f(TEXTURE_QUAD_XLENGTH * (XTextureRef + 1), TEXTURE_QUAD_YLENGTH * YTextureRef); GL11.glVertex3f(ScreenX + IconWidth, ScreenY, 0); GL11.glEnd(); }
From source file:game.level.entities.mobs.player.items.StandardItem.java
License:Open Source License
@Override public void Render(int ScreenX, int ScreenY) { ItemArt.Items.bind();// ww w. j av a2 s . co m GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(TEXTURE_QUAD_LENGTH * XTextureRef, TEXTURE_QUAD_LENGTH * YTextureRef); GL11.glVertex3f(ScreenX, ScreenY, 0); GL11.glTexCoord2f(TEXTURE_QUAD_LENGTH * XTextureRef, TEXTURE_QUAD_LENGTH * (YTextureRef + 1)); GL11.glVertex3f(ScreenX, ScreenY + IconWidth, 0); GL11.glTexCoord2f(TEXTURE_QUAD_LENGTH * (XTextureRef + 1), TEXTURE_QUAD_LENGTH * (YTextureRef + 1)); GL11.glVertex3f(ScreenX + IconWidth, ScreenY + IconWidth, 0); GL11.glTexCoord2f(TEXTURE_QUAD_LENGTH * (XTextureRef + 1), TEXTURE_QUAD_LENGTH * YTextureRef); GL11.glVertex3f(ScreenX + IconWidth, ScreenY, 0); GL11.glEnd(); }