Package com.badlogic.gdx.graphics.g2d

Examples of com.badlogic.gdx.graphics.g2d.SpriteBatch


  public BatchTiledMapRenderer (TiledMap map, float unitScale) {
    this.map = map;
    this.unitScale = unitScale;
    this.viewBounds = new Rectangle();
    this.spriteBatch = new SpriteBatch();
    this.ownsSpriteBatch = true;
  }
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    private Sprite bgImage; // BOZO - Add setting background image to UI.

    public void create () {
      if (spriteBatch != null) return;

      spriteBatch = new SpriteBatch();

      worldCamera = new OrthographicCamera();
      textCamera = new OrthographicCamera();

      pixelsPerMeter = new NumericValue();
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    camera = new OrthographicCamera(viewportWidth, viewportHeight);
    camera.position.set(0, viewportHeight / 2f, 0);
    camera.update();
   
    batch = new SpriteBatch();
    font = new BitmapFont();
    font.setColor(Color.RED);
   
    textureRegion = new TextureRegion(new Texture(
        Gdx.files.internal("data/marble.png")));
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    public TransientMapRenderer(TiledMap map, float unitScale, Coords topLeft) {
        this.map = map;
        this.unitScale = unitScale;
        this.viewBounds = new Rectangle(topLeft.x, topLeft.y, Detonator.INSTANCE.ScreenSizeX, Detonator.INSTANCE.ScreenSizeY);
        this.spriteBatch = new SpriteBatch();
        this.ownsSpriteBatch = true;
       
//        this.renderPrefix = "visible_";
    }
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    public BitmapFont systemFont = new BitmapFont();
   
   
    public GDXGenericStateDrawAgent (IState setState) {
        state = setState;
        spriteBatch = new SpriteBatch (100);
    }
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    public final void init(TransientGame setGame) {
        game = setGame;
        //Matrix4 projection = new Matrix4();
        //projection.setToOrtho(0, game.screenSizeX, game.screenSizeY, 0, -1, 1);

        spriteBatch = new SpriteBatch(100);
        //spriteBatch.setProjectionMatrix(projection);

        isInitted = true;

        //drawAgent = new GDXGenericStateDrawAgent(this);
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  public Skin skin;
    public ConfigurationManager configurationManager;
 
  @Override
  public void create() {
    spriteBatch = new SpriteBatch();
    font = new BitmapFont();
        font.setScale(0.5f);
   
    // Crea la cámara y define la zona de visión del juego (toda la pantalla)
    /*camera = new OrthographicCamera();
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  /** 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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  }

  /** Creates a stage with the specified viewport. The stage will use its own {@link Batch} which will be disposed when the stage
   * is disposed. */
  public Stage (Viewport viewport) {
    this(viewport, new SpriteBatch());
    ownsBatch = true;
  }
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  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);
    debugRenderer.setRegionAttachments(false);
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