use of com.bladecoder.engine.model.Transition in project bladecoder-adventure-engine by bladecoder.
the class DefaultSceneScreen method render.
@Override
public void render(float delta) {
final World world = World.getInstance();
update(delta);
if (world.getAssetState() != AssetState.LOADED) {
return;
}
SpriteBatch batch = ui.getBatch();
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
// WORLD CAMERA
world.draw();
// DRAW DEBUG BBOXES
if (EngineLogger.debugMode() && EngineLogger.getDebugLevel() == EngineLogger.DEBUG1) {
renderer.setProjectionMatrix(world.getSceneCamera().combined);
world.getCurrentScene().drawBBoxLines(renderer);
renderer.end();
}
// STAGE
stage.draw();
// SCREEN CAMERA
batch.setProjectionMatrix(viewport.getCamera().combined);
batch.begin();
if (!world.inCutMode() && !recorder.isPlaying() && !testerBot.isEnabled()) {
pointer.draw(batch, viewport);
}
Transition t = world.getTransition();
t.draw(batch, viewport.getScreenWidth(), viewport.getScreenHeight());
recorder.draw(batch);
testerBot.draw(batch);
if (drawHotspots)
drawHotspots(batch);
// DRAW DEBUG STRING
if (EngineLogger.debugMode()) {
drawDebugText(batch);
}
batch.end();
}
use of com.bladecoder.engine.model.Transition in project bladecoder-adventure-engine by bladecoder.
the class RetroSceneScreen method render.
@Override
public void render(float delta) {
final World world = World.getInstance();
update(delta);
if (world.getAssetState() != AssetState.LOADED)
return;
SpriteBatch batch = ui.getBatch();
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
// WORLD CAMERA
if (world.getInventory().isVisible()) {
worldViewport.setScreenY(screenViewport.getScreenY() + (int) verbUI.getHeight());
worldViewport.setScreenHeight(screenViewport.getScreenHeight() - (int) verbUI.getHeight());
world.resize(world.getWidth(), world.getHeight() * (1 - UI_SCREEN_PERCENT));
} else {
worldViewport.setScreenY(screenViewport.getScreenY());
worldViewport.setScreenHeight(screenViewport.getScreenHeight());
world.resize(world.getWidth(), world.getHeight());
}
worldViewport.apply(true);
world.draw();
// DRAW DEBUG BBOXES
if (EngineLogger.debugMode() && EngineLogger.getDebugLevel() == EngineLogger.DEBUG1) {
renderer.setProjectionMatrix(world.getSceneCamera().combined);
world.getCurrentScene().drawBBoxLines(renderer);
renderer.end();
}
// SCREEN CAMERA
batch.setProjectionMatrix(worldViewport.getCamera().combined);
batch.begin();
// DRAW DEBUG STRING
if (EngineLogger.debugMode()) {
drawDebugText(batch);
}
Transition t = world.getTransition();
t.draw(batch, worldViewport.getScreenWidth(), worldViewport.getScreenHeight());
recorder.draw(batch);
testerBot.draw(batch);
if (drawHotspots)
drawHotspots(batch);
batch.end();
worldViewportStage.draw();
// STAGE CAMERA
screenViewport.apply(true);
stage.draw();
}
use of com.bladecoder.engine.model.Transition in project bladecoder-adventure-engine by bladecoder.
the class TransitionAction method run.
@Override
public boolean run(VerbRunner cb) {
Transition t = World.getInstance().getTransition();
t.create(time, color, type, wait ? cb : null);
return wait;
}
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