Package com.badlogic.gdx.graphics.g2d

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


    getReadyTex  = new Texture(Gdx.files.internal("data/getready.png"), true);
    sinkemTex  = new Texture(Gdx.files.internal("data/sinkem.png"), true);
    winTex  = new Texture(Gdx.files.internal("data/win.png"), true);
    loseTex  = new Texture(Gdx.files.internal("data/lose.png"), true);
   
    batch = new SpriteBatch();
    batch.getProjectionMatrix().setToOrtho2D(0, 0, 800, 480);
    fontbatch = new SpriteBatch();

    blackFade = new Sprite(
        new Texture(Gdx.files.internal("data/black.png")));
    fadeBatch = new SpriteBatch();
    fadeBatch.getProjectionMatrix().setToOrtho2D(0, 0, 1, 1);

    font = Resources.getInstance().font;
    font.setScale(1);
View Full Code Here


    worldEdgeTex  = new Texture(Gdx.files.internal("data/worldedge.png"), true);

    modelCannonBallObj = ModelLoaderRegistry.loadStillModel(Gdx.files
        .internal("data/cannonball.g3dt"));
   
    batch = new SpriteBatch();
    batch.getProjectionMatrix().setToOrtho2D(0, 0, 800, 480);
    fontbatch = new SpriteBatch();

    blackFade = new Sprite(
        new Texture(Gdx.files.internal("data/black.png")));
    fadeBatch = new SpriteBatch();
    fadeBatch.getProjectionMatrix().setToOrtho2D(0, 0, 1, 1);

    font = Resources.getInstance().font;
    font.setScale(1);
View Full Code Here

  public R2Core() {
  this(null);
  }

  public void create() {
  batch = new SpriteBatch();
  MASTER_STAGE = new Stage(new StretchViewport(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()));
  Skin MASTERSKIN = new Skin(Gdx.files.internal("uiskin.json"));
  fps = new Label("FPS: ", MASTERSKIN);
  Table tmp = new Table();
  tmp.setFillParent(true);
View Full Code Here

  SkeletonBounds bounds;
  AnimationState state;

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

    atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy.atlas"));
View Full Code Here

  Skeleton skeleton;
  Animation walkAnimation;
  Animation jumpAnimation;

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

    final String name = "spineboy/spineboy";
View Full Code Here

  public void create () {
    ui = new UI();

    program = createShader();
    batch = new SpriteBatch();
    batch.setShader(program);
    renderer = new SkeletonRenderer();

    TextureAtlas atlas = new TextureAtlas(Gdx.files.internal(skeletonPath + "-diffuse.atlas"));
    atlasTexture = atlas.getRegions().first().getTexture();
View Full Code Here

  Body groundBody;
  Matrix4 transform = new Matrix4();
  Vector2 vector = new Vector2();

  public void create () {
    batch = new SpriteBatch();
    renderer = new ShapeRenderer();
    skeletonRenderer = new SkeletonRenderer();
    skeletonRenderer.setPremultipliedAlpha(true);

    atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy.atlas"));
View Full Code Here

  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);
    debugRenderer.setRegionAttachments(false);
View Full Code Here

  public Box2DDebugRenderer (boolean drawBodies, boolean drawJoints, boolean drawAABBs, boolean drawInactiveBodies) {
    // next we setup the immediate mode renderer
    renderer = new ShapeRenderer();

    // next we create a SpriteBatch and a font
    batch = new SpriteBatch();

    lower = new Vector2();
    upper = new Vector2();

    // initialize vertices array
View Full Code Here

    sinkemTex  = new Texture(Gdx.files.internal("data/sinkem.png"), true);
    winTex  = new Texture(Gdx.files.internal("data/win.png"), true);
    loseTex  = new Texture(Gdx.files.internal("data/lose.png"), true);
    waitingTex  = new Texture(Gdx.files.internal("data/waiting.png"), true);
   
    batch = new SpriteBatch();
    batch.getProjectionMatrix().setToOrtho2D(0, 0, 800, 480);
    fontbatch = new SpriteBatch();

    blackFade = new Sprite(
        new Texture(Gdx.files.internal("data/black.png")));
    fadeBatch = new SpriteBatch();
    fadeBatch.getProjectionMatrix().setToOrtho2D(0, 0, 1, 1);

    font = Resources.getInstance().font;
    font.setScale(1);
View Full Code Here

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