batch in rendermethod in View doesn't work

master
GammelJan 6 years ago
parent dd573aa8e5
commit bfd63334c7

@ -1,17 +1,11 @@
package com.dungeoncrawler;
import com.badlogic.gdx.ApplicationAdapter;
import com.dungeoncrawler.view.View;
import com.dungeoncrawler.control.Controller;
public class Main extends ApplicationAdapter {
View v;
Controller c;
public Main(){
v = new View();
c = new Controller();
}
}

@ -19,14 +19,24 @@ public class Controller extends ApplicationAdapter implements InputProcessor{
float movementX = 0f;
float movementY = 0f;
public Controller(){
@Override
public void create(){
v = new View();
p = new Player(0,0,0);
d = new Dungeon(p);
Gdx.input.setInputProcessor(this);
}
@Override
public void render(){
v.render();
}
@Override
public void dispose () {
v.dispose();
}
@Override
public boolean keyDown(int keycode) {
if(keycode == Input.Keys.LEFT){

@ -37,19 +37,18 @@ public class View extends ApplicationAdapter {
player.setY(200);
}
@Override
public void render () {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
batch.begin();
title.draw(batch);
button.draw(batch);
player.draw(batch);
batch.end();
batch.end();
}
@Override
public void dispose () {
batch.dispose();

@ -2,13 +2,13 @@ package com.dungeoncrawler.desktop;
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;
import com.dungeoncrawler.view.View;
import com.dungeoncrawler.control.Controller;
public class DesktopLauncher {
public static void main (String[] arg) {
LwjglApplicationConfiguration config = new LwjglApplicationConfiguration();
config.width = 1600;
config.height = 900;
new LwjglApplication(new View(), config);
new LwjglApplication(new Controller(), config);
}
}

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