@Override public void render(float delta) { Engine.debugInfo("Event manager: touch the screen to fire ." + test); }
@Override public void render(float delta) { Engine.debugInfo("Load all.... nothing to draw."); }
@Override public void render(float delta) { surface.render(delta); Engine.debugInfo("Surface! can be physicalable"); }
@Override public void render(float delta) { this.act(delta); this.draw(); Engine.debugInfo("Touch the screen to shake again"); }
@Override public void render(float delta) { super.render(delta); Engine.debugInfo("The parallax background with layer number:" + rbg.getChildren().size + "\n" + "GestureDetector by make a gesture use your mouse or your finger\n"); } };
@Override public void render(float delta) { Engine.getSpriteBatch().begin(); sprite.render(delta); Engine.getSpriteBatch().end(); Engine.debugInfo("animation with different keyframes duration .\n touch the screen to replay the animation .\n touch the sprite to handle the onClick event "); }
@Override public void render(float delta) { Engine.getSpriteBatch().begin(); sprite.render(delta); Engine.getSpriteBatch().end(); Engine.debugInfo("animation with loop . touch the screen to stop \n and touch again to begin "); }
@Override public void render(float delta) { Engine.getSpriteBatch().begin(); particleEmitter.draw(Engine.getSpriteBatch(), delta); Engine.getSpriteBatch().end(); Engine.debugInfo("Dragge or move your mouse to make the sprite follow"); }
@Override public void render(float delta) { Engine.getSpriteBatch().begin(); Engine.getSpriteBatch().draw(Engine.resource("logo", Texture.class), 0, 0); Engine.getSpriteBatch().end(); Engine.debugInfo("This will load all resources and just play a sound and a music"); }
@Override public void render(float delta) { Engine.getSpriteBatch().begin(); Engine.getSpriteBatch().draw(Engine.resource("AAA", Texture.class), 100, 100); Engine.getSpriteBatch().end(); Engine.debugInfo("touch the screen to get a in game loading"); }
@Override public void render(float delta) { bg.render(delta); Engine.getSpriteBatch().begin(); sprite.setColor(Color.GRAY); sprite.draw(Engine.getSpriteBatch()); Engine.getSpriteBatch().end(); Engine.debugInfo("draw a background use the repeatbackground.\n" + " The sprite in the center is the texture"); }
@Override public void render(float delta) { add += delta; Engine.getSpriteBatch().begin(); laser.len = (300 - add * 100 % 300); laser.color.a = (1 - add * 100 % 300 / 300); laser.rayColor.a = (1 - add * 100 % 300 / 300); laser.render(delta); laser2.len = (10 * add * 100 % 700); laser2.render(delta); laser3.len = (2 * add * 100 % 400); laser3.render(delta); laser4.render(delta); laser4.degrees = 10 * add; Engine.getSpriteBatch().end(); Engine.debugInfo("the laser use 6 sprite and GL20.GL_ONE attribute"); }
@Override public void render(float delta) { Engine.getSpriteBatch().begin(); sprite.setPosition( Engine.getWidth() / 2 + analog.getAmount() * Engine.getWidth() / 2 * (float) Math.cos(analog.getAngle()), Engine.getHeight() / 2 + analog.getAmount() * Engine.getHeight() / 2 * (float) Math.sin(analog.getAngle())); sprite.draw(Engine.getSpriteBatch()); analog.render(delta); Engine.getSpriteBatch().end(); Engine.debugInfo("by touch the Thumbpad .You can see the change of this. \n" + "the amount is :" + analog.getAmount() + ",\n" + "the angle is :" + analog.getAngle() * MathUtils.radiansToDegrees); }