added so it can be used as empty
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98c96ed24d
commit
69adb14553
1 changed files with 35 additions and 33 deletions
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@ -88,40 +88,42 @@ public class Sprite extends Entity {
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* Draw the sprite
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*/
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public void render() {
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// store the current model matrix
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GL11.glPushMatrix();
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//Sets the location
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super.setTranslationGL();
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//the rotation
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super.setRotationGL(texture.getImageWidth()/2,texture.getImageHeight()/2);
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//Sets the scale of the sprite
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super.setScaleGL();
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// bind to the appropriate texture for this sprite
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texture.bindGL();
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GL11.glColor3f(1,1,1);
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// draw a quad textured to match the sprite
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GL11.glBegin(GL11.GL_QUADS);
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{
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//Vertex at the upper left
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GL11.glTexCoord2f(0, 0);
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GL11.glVertex2f(0, 0);
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//Vertex at the down left
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GL11.glTexCoord2f(0, texture.getHeight());
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GL11.glVertex2f(0, texture.getImageHeight());
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//Vertex at the upper right
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GL11.glTexCoord2f(texture.getWidth(), texture.getHeight());
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GL11.glVertex2f(texture.getImageWidth(),texture.getImageHeight());
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//Vertex at the down right
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GL11.glTexCoord2f(texture.getWidth(), 0);
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GL11.glVertex2f(texture.getImageWidth(),0);
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if(texture != null){
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// store the current model matrix
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GL11.glPushMatrix();
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//Sets the location
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super.setTranslationGL();
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//the rotation
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super.setRotationGL(texture.getImageWidth()/2,texture.getImageHeight()/2);
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//Sets the scale of the sprite
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super.setScaleGL();
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// bind to the appropriate texture for this sprite
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texture.bindGL();
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GL11.glColor3f(1,1,1);
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// draw a quad textured to match the sprite
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GL11.glBegin(GL11.GL_QUADS);
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{
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//Vertex at the upper left
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GL11.glTexCoord2f(0, 0);
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GL11.glVertex2f(0, 0);
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//Vertex at the down left
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GL11.glTexCoord2f(0, texture.getHeight());
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GL11.glVertex2f(0, texture.getImageHeight());
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//Vertex at the upper right
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GL11.glTexCoord2f(texture.getWidth(), texture.getHeight());
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GL11.glVertex2f(texture.getImageWidth(),texture.getImageHeight());
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//Vertex at the down right
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GL11.glTexCoord2f(texture.getWidth(), 0);
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GL11.glVertex2f(texture.getImageWidth(),0);
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}
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GL11.glEnd();
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// restore the model view matrix to prevent contamination
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GL11.glPopMatrix();
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}
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GL11.glEnd();
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// restore the model view matrix to prevent contamination
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GL11.glPopMatrix();
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}
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/**
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