visualizer circle is now properly drawn
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768f562a25
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@ -40,7 +40,7 @@ import zero1hd.rhythmbullet.util.AdvancedResizeScreen;
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public class RhythmBullet extends Game {
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public static final int WORLD_WIDTH = 64;
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public static final int WORLD_HEIGHT = 48;
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public static final int SPAWN_CIRCLE_RADIUS = 4;
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public static final int SPAWN_CIRCLE_RADIUS = 6;
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public static int pixels_per_unit;
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private boolean initComplete = false;
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private boolean resizing;
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@ -4,6 +4,7 @@ import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.Camera;
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import com.badlogic.gdx.graphics.GL20;
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import com.badlogic.gdx.graphics.Mesh;
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import com.badlogic.gdx.graphics.OrthographicCamera;
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import com.badlogic.gdx.graphics.VertexAttribute;
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import com.badlogic.gdx.graphics.VertexAttributes.Usage;
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import com.badlogic.gdx.graphics.glutils.ShaderProgram;
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@ -31,7 +32,7 @@ public class CircularVisualizer extends Visualizer implements Disposable {
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Gdx.app.debug("Circular visualizer shader", shader.getLog());
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Gdx.app.exit();
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}
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r = RhythmBullet.pixels_per_unit*2;
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r = RhythmBullet.pixels_per_unit*RhythmBullet.SPAWN_CIRCLE_RADIUS;
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}
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/**
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@ -63,8 +64,6 @@ public class CircularVisualizer extends Visualizer implements Disposable {
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public void drawVisualizer() {
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for (int circlePointIndex = 0; circlePointIndex < circlePoints.length; circlePointIndex++) {
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System.out.print("("+ circlePoints[circlePointIndex][0] + "," + circlePoints[circlePointIndex][1] + "),");
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for (int componentIndex = 0; componentIndex < componentCount; componentIndex++) {
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int index = circlePointIndex*componentCount + componentIndex;
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@ -86,11 +85,12 @@ public class CircularVisualizer extends Visualizer implements Disposable {
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Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
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int vertexCount = circlePoints.length;
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((OrthographicCamera) camera).setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
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shader.begin();
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shader.setUniformMatrix("u_projTrans", camera.combined);
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mesh.render(shader, GL20.GL_TRIANGLES, 0, vertexCount);
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mesh.render(shader, GL20.GL_TRIANGLE_FAN, 0, vertexCount);
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shader.end();
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Gdx.gl.glDepthMask(true);
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