From class
org.andengine.entity.sprite.batch.SpriteBatch
void
|
add(ITextureRegion pTextureRegion, float pX, float pY, float pWidth, float pHeight, float pRotation, float pRed, float pGreen, float pBlue, float pAlpha)
|
void
|
add(ITextureRegion pTextureRegion, float pX, float pY, float pWidth, float pHeight, float pColorABGRPackedInt)
|
void
|
add(ITextureRegion pTextureRegion, float pX, float pY, float pWidth, float pHeight, float pRed, float pGreen, float pBlue, float pAlpha)
|
void
|
add(ITextureRegion pTextureRegion, float pX, float pY, float pWidth, float pHeight, float pScaleX, float pScaleY, float pRed, float pGreen, float pBlue, float pAlpha)
|
void
|
add(ITextureRegion pTextureRegion, float pX, float pY, float pWidth, float pHeight, float pRotation, float pScaleX, float pScaleY, float pRed, float pGreen, float pBlue, float pAlpha)
|
void
|
add(ITextureRegion pTextureRegion, float pWidth, float pHeight, Transformation pTransformation, float pRed, float pGreen, float pBlue, float pAlpha)
|
void
|
addWithPackedColor(ITextureRegion pTextureRegion, float pWidth, float pHeight, Transformation pTransformation, float pColorABGRPackedInt)
|
void
|
addWithPackedColor(ITextureRegion pTextureRegion, float pX, float pY, float pWidth, float pHeight, float pColorABGRPackedInt)
|
void
|
addWithPackedColor(ITextureRegion pTextureRegion, float pX, float pY, float pWidth, float pHeight, float pScaleX, float pScaleY, float pColorABGRPackedInt)
|
void
|
addWithPackedColor(ITextureRegion pTextureRegion, float pX, float pY, float pWidth, float pHeight, float pRotation, float pColorABGRPackedInt)
|
void
|
addWithPackedColor(ITextureRegion pTextureRegion, float pX, float pY, float pWidth, float pHeight, float pRotation, float pScaleX, float pScaleY, float pColorABGRPackedInt)
|
void
|
assertTexture(ITextureRegion pTextureRegion)
|
void
|
begin()
|
boolean
|
collidesWith(IShape pOtherShape)
|
boolean
|
contains(float pX, float pY)
|
void
|
dispose()
|
void
|
draw(Sprite pSprite)
|
void
|
draw(Sprite pSprite, float pRed, float pGreen, float pBlue, float pAlpha)
|
void
|
draw(ITextureRegion pTextureRegion, float pX, float pY, float pWidth, float pHeight, float pScaleX, float pScaleY, float pRed, float pGreen, float pBlue, float pAlpha)
|
void
|
draw(ITextureRegion pTextureRegion, float pX, float pY, float pWidth, float pHeight, float pRed, float pGreen, float pBlue, float pAlpha)
|
void
|
draw(ITextureRegion pTextureRegion, float pX1, float pY1, float pX2, float pY2, float pX3, float pY3, float pX4, float pY4, float pRed, float pGreen, float pBlue, float pAlpha)
|
void
|
draw(ITextureRegion pTextureRegion, float pX, float pY, float pWidth, float pHeight, float pColorABGRPackedInt)
|
void
|
draw(ITextureRegion pTextureRegion, float pX, float pY, float pWidth, float pHeight, float pRotation, float pRed, float pGreen, float pBlue, float pAlpha)
|
void
|
draw(ITextureRegion pTextureRegion, float pX, float pY, float pWidth, float pHeight, float pRotation, float pScaleX, float pScaleY, float pRed, float pGreen, float pBlue, float pAlpha)
|
void
|
draw(GLState pGLState, Camera pCamera)
|
void
|
draw(Sprite pSprite, float pColorABGRPackedInt)
|
void
|
drawWithoutChecks(ITextureRegion pTextureRegion, float pX, float pY, float pWidth, float pHeight, float pColorABGRPackedInt)
|
void
|
drawWithoutChecks(Sprite pSprite)
|
void
|
drawWithoutChecks(ITextureRegion pTextureRegion, float pX, float pY, float pWidth, float pHeight, float pScaleX, float pScaleY, float pRed, float pGreen, float pBlue, float pAlpha)
|
void
|
drawWithoutChecks(ITextureRegion pTextureRegion, float pX1, float pY1, float pX2, float pY2, float pX3, float pY3, float pX4, float pY4, float pRed, float pGreen, float pBlue, float pAlpha)
|
void
|
drawWithoutChecks(ITextureRegion pTextureRegion, float pX, float pY, float pWidth, float pHeight, float pRed, float pGreen, float pBlue, float pAlpha)
|
void
|
drawWithoutChecks(Sprite pSprite, float pColorABGRPackedInt)
|
void
|
drawWithoutChecks(Sprite pSprite, float pRed, float pGreen, float pBlue, float pAlpha)
|
void
|
drawWithoutChecks(ITextureRegion pTextureRegion, float pX, float pY, float pWidth, float pHeight, float pRotation, float pScaleX, float pScaleY, float pRed, float pGreen, float pBlue, float pAlpha)
|
void
|
drawWithoutChecks(ITextureRegion pTextureRegion, float pX, float pY, float pWidth, float pHeight, float pRotation, float pRed, float pGreen, float pBlue, float pAlpha)
|
void
|
end()
|
int
|
getIndex()
|
ITexture
|
getTexture()
|
SpriteBatch.ISpriteBatchVertexBufferObject
|
getVertexBufferObject()
|
void
|
onSubmit()
|
void
|
onUpdateVertices()
|
void
|
postDraw(GLState pGLState, Camera pCamera)
|
void
|
preDraw(GLState pGLState, Camera pCamera)
|
void
|
reset()
|
void
|
setIndex(int pIndex)
|
void
|
setTexture(ITexture pTexture)
|
void
|
submit()
|
|