v0.7.4b: Initial LibGDX commit! more details below:

Large sections of game logic are now working through libgdx instead of
android libraries. There is still work to do but this is the first
major step. Big changes include:
- Graphics code is now through LibGDX (except for text rendering)
- Initialization and screen-handling logic is now mostly through LibGDX
- Audio is now through LibGDX
- Input handling is now through LibGDX
- Most misc functions are now through LibGDX
This commit is contained in:
Evan Debenham
2019-07-30 16:50:40 -04:00
parent f10be84a10
commit 2a523f2ea2
42 changed files with 828 additions and 972 deletions

View File

@@ -21,7 +21,7 @@
package com.watabou.glwrap;
import android.opengl.GLES20;
import com.badlogic.gdx.Gdx;
import javax.microedition.khronos.opengles.GL10;
@@ -33,21 +33,21 @@ public class Blending {
}
public static void enable(){
GLES20.glEnable( GL10.GL_BLEND );
Gdx.gl.glEnable( GL10.GL_BLEND );
}
public static void disable(){
GLES20.glDisable( GL10.GL_BLEND );
Gdx.gl.glDisable( GL10.GL_BLEND );
}
//in this mode colors overwrite eachother, based on alpha value
public static void setNormalMode(){
GLES20.glBlendFunc( GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA );
Gdx.gl.glBlendFunc( GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA );
}
//in this mode colors add to eachother, eventually reaching pure white
public static void setLightMode(){
GLES20.glBlendFunc( GL10.GL_SRC_ALPHA, GL10.GL_ONE );
Gdx.gl.glBlendFunc( GL10.GL_SRC_ALPHA, GL10.GL_ONE );
}
}