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| Atlas a1 = new Atlas(1024, 1024, "a1"); a1.addTexStrip(BufferedImageUtils.loadImageStrip("res/bloodSplat.png", 2, 2, 4, 128, 128), "bloodSplash"); a1.addTex(BufferedImageUtils.loadImage("res/player/idle.png", true), "playerTopIdle"); a1.addTex(BufferedImageUtils.loadImage("res/player/botIdle.png", true), "playerBotIdle"); a1.addTex(BufferedImageUtils.loadImage("res/player/fire1.png", true), "playerFire1"); a1.addTex(BufferedImageUtils.loadImage("res/player/fire2.png", true), "playerFire2"); a1.set();
TextureRegion topIdle,botIdle,fire1,fire2; topIdle = a1.getTexRegion("playerTopIdle"); botIdle = a1.getTexRegion("playerBotIdle"); fire1 = a1.getTexRegion("playerFire1"); fire2 = a1.getTexRegion("playerFire2");
FxBloodSplat b = new FxBloodSplat(l.x + Rnd.random(1), l.y + Rnd.random(1), a1.getRegion("bloodSplash", 3), (int) a);
public static void drawImage(float x, float y, float w, float h, TextureRegion tex, Vector4f color) { glBindTexture(GL_TEXTURE_2D, tex.texID); glBegin(GL_QUADS); { glColor4f(color.x, color.y, color.z, color.w); glTexCoord2f(tex.region[0], tex.region[1]); glVertex2f(x - w / 2, y - h / 2); glTexCoord2f(tex.region[2], tex.region[3]); glVertex2f(x + w / 2, y - h / 2); glTexCoord2f(tex.region[4], tex.region[5]); glVertex2f(x + w / 2, y + h / 2); glTexCoord2f(tex.region[6], tex.region[7]); glVertex2f(x - w / 2, y + h / 2); } glEnd(); } |