Java tutorial
/******************************************************************************* * Copyright (c) 2013 Glynn Taylor. * All rights reserved. This program and the accompanying materials, * (excluding imported libraries, such as LWJGL and Slick2D) * are made available under the terms of the GNU Public License * which accompanies this distribution, and is available at * http://www.gnu.org/licenses/gpl.html * * Contributors: * Glynn Taylor - initial API and implementation ******************************************************************************/ /* * Abstract base class for any item that cannot be equipped, but may be usable. */ package game.level.entities.mobs.player.items; import game.resources.GraphicsHandler.ItemArt; import org.lwjgl.opengl.GL11; public abstract class StandardItem extends InventoryItem { private static final long serialVersionUID = -6954815167926398203L; protected static float TEXTURE_QUAD_LENGTH; public StandardItem() { TEXTURE_QUAD_LENGTH = 16f / ItemArt.Items.getTextureWidth(); } @Override public void Render(int ScreenX, int ScreenY) { ItemArt.Items.bind(); 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(); } }