This is my first try in libGDX and I've not seen an issue like this before, googling didn't help either. What I'm trying to to display a background, Later on I'll make this move, but for me it was a great start to actually display the image. It displays, but it's streched out (See picture below)
And my code is:
private BombArrangement game;
private OrthographicCamera gameCamera;
private Viewport gamePort;
private Texture backGroundTexture;
public PlayScreen(BombArrangement game) {
this.game = game;
gameCamera = new OrthographicCamera();
gamePort = new FitViewport(BombArrangement.V_WIDTH, BombArrangement.V_HEIGHT, gameCamera);
backGroundTexture = new Texture("startbackground.png");
}
#Override
public void show() {
}
#Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
game.batch.begin();
game.batch.draw(new TextureRegion(backGroundTexture, 0, 0, BombArrangement.V_WIDTH, BombArrangement.V_HEIGHT), 0, 0);
game.batch.end();
}
#Override
public void resize(int width, int height) {
gamePort.update(width, height);
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void hide() {
}
#Override
public void dispose() {
}
}
I tried several things like textureregions, sprites and more but all of them give this result.
not exactly sure what your want to do but i use this to render my background in my main menu:
//Camera
camera = new OrthographicCamera();
camera.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
//Viewport
ScreenViewport viewport = new ScreenViewport(camera);
//Background
backgroundImage = new Texture(pathToImage);
//Stage
stage = new Stage();
stage.setViewport(viewport);
(this is located in my constructor and camera, backgroundImage and stage are fields in my class)
in render method
(ConfigData holds data of settings applied to the game; DEFAULT_WIDHT and -HEIGHT are just some values I use to initialize the window when not in fullscreen mode; Replace them with your values used in the DesktopLauncher for
config.widht
and
config.height
):
#Override
public void render(float delta) {
//Clear screen
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.act();
stage.getBatch().begin();
stage.getBatch().draw(backgroundImage, 0, 0, ConfigData.DEFAULT_WIDTH, ConfigData.DEFAULT_HEIGHT);
stage.getBatch().end();
stage.draw();
}
my resize method:
#Override
public void resize(int width, int height) {
camera.setToOrtho(false, width, height);
stage.getViewport().update(width, height);
}
hopes this helps somehow someone because i figured out this by myself and it costed some effort (:
As a response to your last comment:
You are now scaling down the height correctly but the width remains the same. Try to multiply the width by the same amount you scale the height down, so with some alterations to the code you linked in the comment (not tested):
private Texture texture;
private int x1, x2, speed, scaledHeight, scaledWidth;
public StartBackground() {
texture = new Texture("startbackground.png");
x1 = 0;
x2 = texture.getWidth();
speed = 5;
float imageRatio = Gdx.graphics.getHeight() / texture.getHeight();
scaledHeight = (int) (texture.getHeight() * imageRatio);
scaledWidth = (int) (texture.getWidth() * imageRatio);
}
public void updateAndRender(float deltaTime, SpriteBatch spriteBatch) {
x1 -= speed;
x2 -= speed;
// If image is off screen and not visible
if (x1 + texture.getWidth() <= 0) x1 = x2 + texture.getWidth();
if (x2 + texture.getWidth() <= 0) x2 = x1 + texture.getWidth();
// Render
spriteBatch.draw(texture, x1, 0, scaledWidth, scaledHeight);
spriteBatch.draw(texture, x2, 0, scaledWidth, scaledHeight);
}
Related
I have an issue in LibGDX where when i call upon Gdx.input.getY(), it selects a pixel that's on the other side of the application relative to the center of the screen.
public class Main extends ApplicationAdapter {
private SpriteBatch batch;
private Texture img;
private OrthographicCamera camera;
int xPos;
int yPos;
private Vector3 tp = new Vector3();
BitmapFont font;
#Override
public void create () {
batch = new SpriteBatch();
img = new Texture("crosshair.png");
camera = new OrthographicCamera();
camera.setToOrtho(false, 1280, 720);
font = new BitmapFont();
}
#Override
public void render () {
yPos = Gdx.input.getY();
xPos = Gdx.input.getX();
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.unproject(tp.set(xPos, yPos, 0));
batch.begin();
font.draw(batch,xPos + " , " + yPos, Gdx.input.getX() - 25, Gdx.input.getY() - 5);
batch.draw(img, xPos, yPos);
batch.end();
}
#Override
public void dispose () {
batch.dispose();
img.dispose();
}
Subtracting the viewport height with the touch location won't work, because that would be subtracting world coordinates with touch coordinates. (and even for a pixel perfect projection it would be height - 1 - y). Instead use the unproject method to convert touch coordinates to world coordinates.
There are two problems with your code:
You are never setting the batch projection matrix.
Even though you are using the unproject method, you are never using its result.
So instead use the following:
#Override
public void render () {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined);
batch.begin();
camera.unproject(tp.set(Gdx.input.getX(), Gdx.input.getY(), 0));
font.draw(batch,tp.x+ " , " + tp.y, tp.x - 25, tp.y - 5);
batch.draw(img, tp.x, tp.y);
batch.end();
}
I would suggest to read the following pages, which describe this and the reasoning behind it in detail:
https://github.com/libgdx/libgdx/wiki/Coordinate-systems
https://xoppa.github.io/blog/pixels/
https://github.com/libgdx/libgdx/wiki/Viewports
It's better to try this
yPos = camera.viewportHeight - Gdx.input.getY();
First, thank you for reading this post, any help is welcome.
My actor is correctly rendered on the stage, but with the Actions.moveTo, it leaves a trail ? I just don't get it. It's like the texture is rendered at a new position on every new frame.
Here is my code for my class :
public class SlidingCap extends Actor {
private Texture capOver;
private float xPosition;
private float yPosition;
public SlidingCap(float x, float y) {
this.xPosition = x;
this.yPosition = y;
this.capOver = new Texture(Gdx.files.internal("images/cappingPlate.png"));
setBounds(x, y, 288, 180);
}
#Override
public void act(float delta) {
super.act(delta);
}
#Override
public void draw(Batch batch, float parentAlpha) {
batch.draw(capOver, getX(), getY(), 288, 180);
this.addAction(Actions.moveTo(xPosition+10, yPosition+10, 5f));
}
}
And the ScreenGame render method:
#Override
public void render(float delta) {
gameStage.act(delta);
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
this.capMiniGame = new SlidingCap(100, 100);
this.gameStage.addActor(capMiniGame);
gameStage.draw();
}
You're adding a new SlidingCap every frame with this code
this.capMiniGame = new SlidingCap(100, 100);
this.gameStage.addActor(capMiniGame);
Try adding the SlidingCap once in the Create or show method instead of every frame
I have the following class:
public class AnimationDemo implements ApplicationListener {
private SpriteBatch batch;
private TextureAtlas textureAtlas;
private Animation animation;
private float elapsedTime = 0;
private OrthographicCamera camera;
private int width;
private int height;
private int texturewidth;
private int textureheight;
#Override
public void create() {
width = Gdx.graphics.getWidth();
height = Gdx.graphics.getHeight();
camera = new OrthographicCamera(width, height);
camera.position.set(width / 2, height / 2, 0);
camera.update();
batch = new SpriteBatch();
textureAtlas = new TextureAtlas(Gdx.files.internal("data/packone.atlas"));
textureAtlas.getRegions().sort(new Comparator<TextureAtlas.AtlasRegion>() {
#Override
public int compare(TextureAtlas.AtlasRegion o1, TextureAtlas.AtlasRegion o2) {
return Integer.parseInt(o1.name) > Integer.parseInt(o2.name) ? 1 : -1;
}
});
animation = new Animation(1 / 15f, textureAtlas.getRegions());
}
#Override
public void dispose() {
batch.dispose();
textureAtlas.dispose();
}
#Override
public void render() {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT);
batch.begin();
elapsedTime += Gdx.graphics.getDeltaTime();
batch.draw(animation.getKeyFrame(elapsedTime, true), 0, 0);
batch.end();
}
#Override
public void resize(int width, int height) {
}
#Override
public void pause() {
}
#Override
public void resume() {
}
}
In the above I am using the Animation class to simply draw from a texture atlas. I am following an example from another SO question which is here but the co-ordinates don't fit my equation. How should I set these:
private int texturewidth;
private int textureheight;
Any help would be great :)
you need to care about proper offset - the origin is always at the left bottom corner and that is why you need to subtract half of width and height when drawing.
In a nutshell it should be like:
TextureRegion region = animation.getKeyFrame(elapsedTime, true);
batch.draw(region, 0 - (region.getRegionWidth()/2f), 0 - (region.getRegionHeight()/2f));
I have an image that I want to move to the right. To do this I increase its x position by 200f*Gdx.graphics.getDeltaTime(); every time render is called. I've read other posts where people had similar problems but were they were not multiplying by delta or Gdx.graphics.getDeltaTime(). Because I obviously do this why is my image flickering/vibrating when its moving???
My code:
public class gm extends Game{
OrthographicCamera cam;
SpriteBatch batch;
Texture img;
float x = 0;
#Override
public void create () {
batch = new SpriteBatch();
img = new Texture("badlogic.jpg");
cam = new OrthographicCamera();
cam.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
}
#Override
public void render () {
super.render();
//x += 200f*Gdx.graphics.getDeltaTime();
Gdx.gl.glClearColor(1, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
cam.update();
batch.setProjectionMatrix(cam.combined);
batch.begin();
batch.draw(img, x += 100f*Gdx.graphics.getDeltaTime(), 0);
batch.end();
}
}
When i run the game in Desktop works fine, but when i run it in my android device, the image looks cuted in a half and when i use the PLAY button the game closes, anyone can help me? thank you.
public class GameScreen extends AbstractScreen {
private Viewport viewport;
private Camera camera;
private SpriteBatch batch;
private Texture texture;
private float escala;
private Paddle Lpaddle, Rpaddle;
private Ball ball;
private BitmapFont font;
private int puntuacion, puntuacionMaxima;
private Preferences preferencias;
private Music music;
private Sound sonidoex;
public GameScreen(Main main) {
super(main);
preferencias = Gdx.app.getPreferences("PuntuacionAppPoints");
puntuacionMaxima = preferencias.getInteger("puntuacionMaxima");
music =Gdx.audio.newMusic(Gdx.files.internal("bgmusic.mp3"));
music.play();
music.setVolume((float) 0.3);
music.setLooping(true);
sonidoex = Gdx.audio.newSound(Gdx.files.internal("explosion5.wav"));
}
public void create(){
camera = new PerspectiveCamera();
viewport = new FitViewport(800, 480, camera);
}
public void show(){
batch = main.getBatch();
texture = new Texture(Gdx.files.internal("spacebg.png"));
Texture texturaBola = new Texture(Gdx.files.internal("bola.png"));
ball = new Ball(Gdx.graphics.getWidth() / 2 - texturaBola.getWidth() / 2, Gdx.graphics.getHeight() / 2 - texturaBola.getHeight() / 2);
Texture texturaPala= new Texture(Gdx.files.internal("pala.png"));
Lpaddle = new LeftPaddle(80, Gdx.graphics.getHeight()/2 -texturaPala.getHeight() /2);
Rpaddle = new RightPaddle(Gdx.graphics.getWidth() -100, Gdx.graphics.getHeight()/2 - texturaPala.getHeight() /2, ball);
font = new BitmapFont();
font.setColor(Color.WHITE);
font.setScale(1f);
puntuacion = 0;
}
public void render(float delta){
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
updatePuntuacion();
Lpaddle.update();
Rpaddle.update();
ball.update(Lpaddle, Rpaddle);
batch.begin();
batch.draw(texture, 0, 0,texture.getWidth(), texture.getHeight());
ball.draw(batch);
Lpaddle.draw(batch);
Rpaddle.draw(batch);
font.draw(batch, "Points: " + Integer.toString(puntuacion), Gdx.graphics.getWidth() / 4 ,Gdx.graphics.getHeight() - 5);
font.draw(batch, "High score: " + Integer.toString(puntuacionMaxima),Gdx.graphics.getWidth() - Gdx.graphics.getWidth() / 4 ,Gdx.graphics.getHeight() - 5);
batch.end();
}
private void updatePuntuacion(){
if(ball.getBordes().overlaps(Lpaddle.getBordes())) {
puntuacion = puntuacion + 1;
if(puntuacion > puntuacionMaxima)
puntuacionMaxima = puntuacion;
}
if(ball.getBordes().x <= 0)
sonidoex.play();
if(ball.getBordes().x <= 0)
puntuacion =0;
if(ball.getBordes().x <=0)
Gdx.input.vibrate(1000);
if(ball.getBordes().x <=0)
Screens.juego.setScreen(Screens.MAINSCREEN);
ball.comprobarPosicionBola();
}
public void hide(){
font.dispose();
texture.dispose();
}
#Override
public void dispose(){
preferencias.putInteger("puntuacionMaxima", puntuacionMaxima);
preferencias.flush();
}
public void resize(int width, int height){
float widthImage = texture.getWidth();
float heightImage = texture.getHeight();
float r = heightImage / widthImage;
if(heightImage > height) {
heightImage = height;
widthImage = heightImage / r;
}
if(widthImage > width) {
widthImage = width;
heightImage = widthImage * r;
}
escala = width / widthImage;
if(Gdx.app.getType()== ApplicationType.Android)
viewport.update(width, height);
}
}
Firstly, use an orthograpic camera.
camera=new OrthographicCamera(800,480);
camera.position.set(800/2f,480/2f,0);
viewport=new FitViewport(800,480,camera);
Now 0,0 is in the left bottom corner of your screen.
And before doing batch.begin don't forget to set your projection matrix
batch.setProjectionMatrix(camera.combined);
batch.begin();
////
////
batch.end();