Package com.badlogic.gdx.graphics

Examples of com.badlogic.gdx.graphics.OrthographicCamera


  RayHandler rayHandler;
  World world;

  @Override
  public void create() {
    camera = new OrthographicCamera(48, 32);
    camera.update();
    world = new World(new Vector2(0, -10), true);
    rayHandler = new RayHandler(world);
    new PointLight(rayHandler, 32);
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    public ArrayList<Landmark> landmarks = new ArrayList<Landmark>();

   
   
    public TilelessMap() {
        camera = new OrthographicCamera(Detonator.INSTANCE.currentGenericGame.getScreenWidth(), Detonator.INSTANCE.currentGenericGame.getScreenHeight());
        camera.position.set(0, 0, 0);
        //super(null, null, 0, 0);
    }   
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  OrthographicCamera camera;
 
  public GameOverScreen(Bombermanx game) {
    this.game = game;
   
    camera = new OrthographicCamera();
    camera.setToOrtho(false, 1024, 768);
  }
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  private final Color debugColor = new Color(0, 1, 0, 0.85f);

  /** Creates a stage with a {@link ScalingViewport} set to {@link Scaling#fill}. The stage will use its own {@link Batch} which
   * will be disposed when the stage is disposed. */
  public Stage () {
    this(new ScalingViewport(Scaling.stretch, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), new OrthographicCamera()),
      new SpriteBatch());
    ownsBatch = true;
  }
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  TextureAtlas atlas;
  Skeleton skeleton;
  AnimationState state;

  public void create () {
    camera = new OrthographicCamera();
    batch = new SpriteBatch();
    renderer = new SkeletonRenderer();
    renderer.setPremultipliedAlpha(true); // PMA results in correct blending without outlines.
    debugRenderer = new SkeletonRendererDebug();
    debugRenderer.setBoundingBoxes(false);
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  Skeleton skeleton;
  SkeletonBounds bounds;
  AnimationState state;

  public void create () {
    camera = new OrthographicCamera();
    batch = new SpriteBatch();
    renderer = new SkeletonRenderer();
    renderer.setPremultipliedAlpha(true);
    debugRenderer = new SkeletonRendererDebug();
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  TextureAtlas atlas;
  Skeleton skeleton;
  AnimationState state;

  public void create () {
    camera = new OrthographicCamera();
    batch = new PolygonSpriteBatch(); // Required to render meshes. SpriteBatch can't render meshes.
    renderer = new SkeletonRenderer();
    renderer.setPremultipliedAlpha(true);
    debugRenderer = new SkeletonRendererDebug();
    debugRenderer.setMeshTriangles(false);
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    skeleton.x = -32;
    skeleton.y = 1;
    skeleton.updateWorldTransform();

    // See Box2DTest in libgdx for more detailed information about Box2D setup.
    camera = new OrthographicCamera(48, 32);
    camera.position.set(0, 16, 0);
    box2dRenderer = new Box2DDebugRenderer();
    createWorld();

    // Create a body for each attachment. Note it is probably better to create just a few bodies rather than one for each
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  Skeleton spineboy, goblin;
  AnimationState spineboyState, goblinState;

  public void create () {
    camera = new OrthographicCamera();
    batch = new PolygonSpriteBatch();
    renderer = new SkeletonRenderer();
    renderer.setPremultipliedAlpha(true);

    {
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  TextureAtlas atlas;
  Skeleton skeleton;
  AnimationState state;

  public void create () {
    camera = new OrthographicCamera();
    batch = new SpriteBatch();
    renderer = new SkeletonRenderer();
    renderer.setPremultipliedAlpha(true);
    debugRenderer = new SkeletonRendererDebug();
    debugRenderer.setBoundingBoxes(false);
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