I have a animation which i want to flip to the left if key LEFT is pressed, but it doesnt stay flipped. It only flips like 1 frame then turns back again.
Here is my GameScreen where i draw everything:
public class GameScreen extends ScreenManager{
//For the view of the game and the rendering
private SpriteBatch batch;
private OrthographicCamera cam;
//DEBUG
private Box2DDebugRenderer b2dr;
//World, Player and so on
private GameWorld world;
private Player player;
private Ground ground;
//player animations
private TextureRegion currFrame;
public static float w, h;
public GameScreen(Game game) {
super(game);
//vars
w = Gdx.graphics.getWidth();
h = Gdx.graphics.getHeight();
//view and rendering
batch = new SpriteBatch();
cam = new OrthographicCamera();
cam.setToOrtho(false, w/2, h/2);
//debug
b2dr = new Box2DDebugRenderer();
//world, bodies ...
world = new GameWorld();
player = new Player(world);
ground = new Ground(world);
}
#Override
public void pause() {
}
#Override
public void show() {
}
#Override
public void render(float delta) {
//clearing the screen
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
//updating
update(Gdx.graphics.getDeltaTime());
player.stateTime += Gdx.graphics.getDeltaTime();
//render
batch.setProjectionMatrix(cam.combined);
currFrame = Player.anim.getKeyFrame(Player.stateTime, true);
batch.begin();
batch.draw(currFrame, Player.body.getPosition().x * PPM - 64, Player.getBody().getPosition().y * PPM- 72);
batch.end();
//debug
b2dr.render(GameWorld.getWorld(), cam.combined.scl(PPM));
}
#Override
public void resize(int width, int height) {
}
#Override
public void hide() {
}
#Override
public void dispose() {
}
#Override
public void onKlick(float delta) {
}
public void update(float delta){
world.update(delta);
updateCam(delta);
Player.keyInput(delta);
System.out.println("X-POS" + Player.getBody().getPosition().x);
System.out.println("Y-POS" + Player.getBody().getPosition().y);
}
public void updateCam(float delta){
Vector3 pos = cam.position;
pos.x = Player.getBody().getPosition().x * PPM;
pos.y = Player.getBody().getPosition().y * PPM;
cam.position.set(pos);
cam.update();
}
}
and this is the Player class where the animation is:
public class Player {
public static Body body;
public static BodyDef def;
private FixtureDef fd;
//textures
public static Texture texture;
public static Sprite sprite;
public static TextureRegion[][] region;
public static TextureRegion[] idle;
public static Animation<TextureRegion> anim;
public static float stateTime;
//set form
private PolygonShape shape;
private GameScreen gs;
public Player(GameWorld world){
texture = new Texture(Gdx.files.internal("player/char_animation_standing.png"));
region = TextureRegion.split(texture, texture.getWidth() / 3, texture.getHeight() / 2);
idle = new TextureRegion[6];
int index = 0;
for(int i = 0; i < 2; i++){
for(int j = 0; j < 3; j++){
sprite = new Sprite(region[i][j]);
idle[index++] = sprite;
}
}
anim = new Animation<TextureRegion>(1 / 8f, idle);
stateTime = 0f;
def = new BodyDef();
def.fixedRotation = true;
def.position.set(gs.w / 4, gs.h / 4);
def.type = BodyType.DynamicBody;
body = world.getWorld().createBody(def);
shape = new PolygonShape();
shape.setAsBox(32 / 2 / PPM, 64/ 2 / PPM);
fd = new FixtureDef();
fd.shape = shape;
fd.density = 30;
body.createFixture(fd);
shape.dispose();
}
public static Body getBody() {
return body;
}
public static BodyDef getDef() {
return def;
}
public static Texture getTexture() {
return texture;
}
public static void keyInput(float delta){
int horizonForce = 0;
if(Gdx.input.isKeyJustPressed(Input.Keys.UP)){
body.applyLinearImpulse(0, 300f, body.getWorldCenter().x, body.getWorldCenter().y, true);
//body.applyForceToCenter(0, 1200f, true);
System.out.println("PRESSED");
}
if(Gdx.input.isKeyPressed(Input.Keys.LEFT)){
horizonForce -= 1;
sprite.flip(!sprite.isFlipX(), sprite.isFlipY());
}
if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)){
horizonForce += 1;
}
body.setLinearVelocity(horizonForce * 20, body.getLinearVelocity().y);
}
}
thank you in advance and any answer is appreciated :D
Your sprite variable contain only one frame at the time of pressing left key. So, it flip that current sprite of your animation frame.
To solve the Problem you have to flip all the animation frame on pressing the left key.
You're only flipping last frame of Animation by sprite reference, You need to flip all frames of your Animation anim. You can flip in this way :
if(keycode== Input.Keys.RIGHT) {
for (TextureRegion textureRegion:anim.getKeyFrames())
if(!textureRegion.isFlipX()) textureRegion.flip(true,false);
}
else if(keycode==Input.Keys.LEFT) {
for (TextureRegion textureRegion:anim.getKeyFrames())
if(textureRegion.isFlipX()) textureRegion.flip(true,false);
}
Related
I am a beginner to libgdx android and I want to achieve the below screen in my game
And I wrote the following code
public class MyGdxGame implements ApplicationListener {
private static final int VIRTUAL_WIDTH = 480;
private static final int VIRTUAL_HEIGHT = 800;
private static final float ASPECT_RATIO =(float)VIRTUAL_WIDTH/(float)VIRTUAL_HEIGHT;
private Camera camera;
private Rectangle viewport;
private SpriteBatch sb;
ShapeRenderer sp;
#Override
public void create()
{
sb = new SpriteBatch();
camera = new OrthographicCamera(VIRTUAL_WIDTH, VIRTUAL_HEIGHT);
sp=new ShapeRenderer();
}
#Override
public void render()
{
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
// update camera
camera.update();
// camera.apply(Gdx.gl10);
// set viewport
Gdx.gl.glViewport((int) viewport.x, (int) viewport.y, (int) viewport.width, (int) viewport.height);
// clear previous frame
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
// DRAW EVERYTHING
float sx=viewport.x;
float sy=viewport.y;
float ex=viewport.getWidth();
float ey=viewport.getHeight();
sp.begin(ShapeRenderer.ShapeType.Line);
sp.setColor(Color.BLACK);
sp.rect(sx,sy,ex,ey);
sp.line(sx,sy,ex,ey);
sp.line(1,1,480,800);
sp.line(1,ey/2,ex-1,ey/2);
sp.line(ex/2,1,ex/2,ey-1);
sp.line(1,ey-1,ex-1,1);
sp.circle(ex/2,ey/2,40);
sp.end();
}
#Override
public void dispose()
{
sp.dispose();
}
#Override
public void resize(int width, int height)
{
// calculate new viewport
float aspectRatio = (float)width/(float)height;
float scale = 1f;
Vector2 crop = new Vector2(0f, 0f);
sb = new SpriteBatch();
camera = new OrthographicCamera(VIRTUAL_WIDTH, VIRTUAL_HEIGHT);
if(aspectRatio > ASPECT_RATIO)
{
scale = (float)height/(float)VIRTUAL_HEIGHT;
crop.x = (width - VIRTUAL_WIDTH * scale) / 2f;
}
else if(aspectRatio < ASPECT_RATIO)
{
scale = (float)width/(float)VIRTUAL_WIDTH;
crop.y = (height - VIRTUAL_HEIGHT*scale)/2f;
}
else
{
scale = (float)width/(float)VIRTUAL_WIDTH;
}
float w = (float)VIRTUAL_WIDTH*scale;
float h = (float)VIRTUAL_HEIGHT*scale;
viewport = new Rectangle(crop.x, crop.y, w, h);
}
}
With the above code I got the actual screen in my device which is correctly fits in my device.
When I run this on some other devices, the lines and rects are unaligned. Like this
How to resolve this?
You can use in this way :
public class GdxTest extends ApplicationAdapter {
OrthographicCamera camera;
ShapeRenderer shapeRenderer;
float screenOffset=10,circleRadius=30;
#Override
public void create() {
camera=new OrthographicCamera();
shapeRenderer=new ShapeRenderer();
shapeRenderer.setAutoShapeType(true);
}
#Override
public void render() {
Gdx.gl.glClearColor(1,1,1,1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
shapeRenderer.setProjectionMatrix(camera.combined);
shapeRenderer.begin();
shapeRenderer.setColor(Color.BLACK);
shapeRenderer.circle(camera.viewportWidth/2,camera.viewportHeight/2,circleRadius);
shapeRenderer.rect(screenOffset,screenOffset,camera.viewportWidth-2*screenOffset,camera.viewportHeight-2*screenOffset);
shapeRenderer.line(screenOffset,screenOffset,camera.viewportWidth-screenOffset,camera.viewportHeight-screenOffset);
shapeRenderer.line(screenOffset,camera.viewportHeight-screenOffset,camera.viewportWidth-screenOffset,screenOffset);
shapeRenderer.line(screenOffset,camera.viewportHeight/2,camera.viewportWidth-screenOffset,camera.viewportHeight/2);
shapeRenderer.line(camera.viewportWidth/2,screenOffset,camera.viewportWidth/2,camera.viewportHeight-screenOffset);
shapeRenderer.end();
}
#Override
public void resize(int width, int height) {
camera.setToOrtho(false,width,height);
screenOffset=width<height?width*.04f:height*.04f;
circleRadius=width<height?width*.075f:height*.075f;
}
#Override
public void dispose() {
shapeRenderer.dispose();
}
}
And the output is :
I want to create moving platform that changes its orientation when its position equals width of screen, I'm doing it like this:
if(bucket.getPosition().x <= Gdx.graphics.getWidth()/PPM){
do{
bucket.setLinearVelocity(dt*PPM,0);
}while (bucket.getPosition().x <= Gdx.graphics.getWidth()/PPM);
}else{
do{
bucket.setLinearVelocity(-dt*PPM,0);
}while (bucket.getPosition().x != 0);
}
But when I run it, I see just black screen;
But when I wrote like this:
if(bucket.getPosition().x <= Gdx.graphics.getWidth()/PPM){
bucket.setLinearVelocity(dt*PPM,0);
}else{
bucket.setLinearVelocity(-dt*PPM,0);
}
All is works, but "bucket" doesn't change its orientation :((
You can use setTransform(vector2,angle) on body for your requirement and move your bucket left and right.
I've try to completed your requirement, check it.
public class GdxTest extends InputAdapter implements ApplicationListener {
private SpriteBatch batch;
private ExtendViewport extendViewport;
private OrthographicCamera cam;
private float w=20;
private float h=22;
private World world;
private Box2DDebugRenderer debugRenderer;
private Array<Body> array;
private Vector3 vector3;
private Body bucket;
Vector2 vector2;
boolean isLeft;
#Override
public void create() {
vector2=new Vector2();
isLeft=true;
cam=new OrthographicCamera();
extendViewport=new ExtendViewport(w,h,cam);
batch =new SpriteBatch();
Gdx.input.setInputProcessor(this);
world=new World(new Vector2(0,-9.8f),true);
array=new Array<Body>();
debugRenderer=new Box2DDebugRenderer();
vector3=new Vector3();
BodyDef bodyDef=new BodyDef();
bodyDef.type= BodyDef.BodyType.KinematicBody;
bodyDef.position.set(0,0);
bucket=world.createBody(bodyDef);
ChainShape chainShape=new ChainShape();
chainShape.createChain(new float[]{1,5,1,1,5,1,5,5});
FixtureDef fixtureDef=new FixtureDef();
fixtureDef.shape=chainShape;
fixtureDef.restitution=.5f;
bucket.createFixture(fixtureDef);
chainShape.dispose();
}
#Override
public void render() {
Gdx.gl.glClearColor(0,1,1,1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
world.step(1/60f,6,2);
batch.setProjectionMatrix(cam.combined);
batch.begin();
world.getBodies(array);
for (Body body:array){
if(body.getUserData()!=null) {
Sprite sprite = (Sprite) body.getUserData();
sprite.setPosition(body.getPosition().x-sprite.getWidth()/2, body.getPosition().y-sprite.getHeight()/2);
sprite.setRotation(body.getAngle()*MathUtils.radDeg);
sprite.draw(batch);
}
}
batch.end();
debugRenderer.render(world,cam.combined);
Vector2 pos=bucket.getTransform().getPosition();
vector2.set(pos.x+(isLeft?0.05f:-0.05f),pos.y);
bucket.setTransform(vector2,0);
if(pos.x>20-5)
isLeft=false;
if(pos.x<-1)
isLeft=true;
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void resize(int width, int height) {
extendViewport.update(width,height);
cam.position.x = w /2;
cam.position.y = h/2;
cam.update();
}
private void createPhysicsObject(float x,float y){
float sizeX=0.5f,sizeY=0.5f;
BodyDef bodyDef=new BodyDef();
bodyDef.position.set(x,y);
bodyDef.type= BodyDef.BodyType.DynamicBody;
Body body=world.createBody(bodyDef);
PolygonShape polygonShape=new PolygonShape();
polygonShape.setAsBox(sizeX,sizeY);
FixtureDef fixtureDef=new FixtureDef();
fixtureDef.shape=polygonShape;
fixtureDef.restitution=.2f;
fixtureDef.density=2;
body.createFixture(fixtureDef);
body.setFixedRotation(false);
polygonShape.dispose();
Sprite sprite=new Sprite(new Texture("badlogic.jpg"));
sprite.setSize(2*sizeX,2*sizeY);
sprite.setPosition(x-sprite.getWidth()/2,y-sprite.getHeight()/2);
sprite.setOrigin(sizeX,sizeY);
body.setUserData(sprite);
}
#Override
public void dispose() {
batch.dispose();
debugRenderer.dispose();
world.dispose();
}
#Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
vector3.set(screenX,screenY,0);
Vector3 position=cam.unproject(vector3);
createPhysicsObject(vector3.x,vector3.y);
return false;
}
}
I want to add to the score of my game +1 when an enemy was touched, I tried two methods addListener and touchDown but not worked for me or I didn't use them right.
How can I do that my (enemy object is linked to an userData and Actor classes, I regroup many different sizes for my enemy in an enum class also those enemies move from the top of the screen to bot. How to detect if an enemy was touched?
public class GameStage extends Stage {
// This will be our viewport measurements while working with the debug renderer
private static final int VIEWPORT_WIDTH = 13;
private static final int VIEWPORT_HEIGHT = 20;
private World world;
private Ground ground;
private Enemy enemy;
private final float TIME_STEP = 1 / 300f;
private float accumulator = 0f;
private Rectangle bounds;
private Vector3 touchPoint = new Vector3();;
private int score;
private String yourScoreName;
BitmapFont yourBitmapFontName;
private SpriteBatch batch;
private OrthographicCamera camera;
private Box2DDebugRenderer renderer;
public GameStage() {
world = WorldUtils.createWorld();
renderer = new Box2DDebugRenderer();
Gdx.input.setInputProcessor(this);
batch = new SpriteBatch();
score = 0;
yourScoreName = "score: 0";
yourBitmapFontName = new BitmapFont();
setUpWorld();
setUpCamera();
}
public void setUpWorld(){
world = WorldUtils.createWorld();
setUpGround();
createEnemy();
}
private void setUpGround(){
ground = new Ground (WorldUtils.createGround(world));
addActor(ground);
}
private void createEnemy() {
enemy = new Enemy(WorldUtils.createEnemy(world));
// (1) *****using addListener method
enemy.addListener(new InputListener()
{
#Override
public boolean touchDown(InputEvent event, float x, float y,
int pointer, int button)
{
score++;
yourScoreName = "score: " + score;
return true;
}
});
/*enemy.addListener(new ClickListener() {
public void clicked() {
world.destroyBody(enemy.getBody());
}});*/
//bounds = new Rectangle(enemy.getX(), enemy.getY(), enemy.getWidth(), enemy.getHeight());
addActor(enemy);
}
private void setUpCamera() {
camera = new OrthographicCamera(VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
camera.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2, 0f);
camera.update();
}
#Override
public void act(float delta) {
super.act(delta);
checkEnemy();
// Fixed timestep
accumulator += delta;
while (accumulator >= delta) {
world.step(TIME_STEP, 6, 2);
accumulator -= TIME_STEP;
}
//TODO: Implement interpolation
}
private void checkEnemy(){
final Body body = enemy.getBody();
UserData userData = enemy.getUserData();
bounds = new Rectangle(enemy.getBody().getPosition().x, enemy.getBody().getPosition().y, enemy.getUserData().getWidth(), enemy.getUserData().getHeight());
// bounds = new Rectangle(body.getPosition().x, body.getPosition().y,userData.getWidth() ,userData.getHeight());
if (!BodyUtils.enemyInBounds(body,userData)){
world.destroyBody(body);
createEnemy();}
}
public World getWorld(){
return world;
}
// (2) ****using TouchDown method
#Override
public boolean touchDown(int x, int y, int pointer, int button) {
// Need to get the actual coordinates
translateScreenToWorldCoordinates(x, y);
// score++;
// yourScoreName = "score: " + score;
if(enemyTouched(touchPoint.x,touchPoint.y)){
// world.destroyBody(enemy.getBody());
score++;
yourScoreName = "score: " + score;
}
return super.touchDown(x, y, pointer, button);
}
private boolean enemyTouched(float x, float y) {
return bounds.contains(x, y);
}
private void translateScreenToWorldCoordinates(int x, int y) {
getCamera().unproject(touchPoint.set(x, y, 0));
}
#Override
public void draw() {
super.draw();
batch.begin();
yourBitmapFontName.setColor(1.0f, 1.0f, 1.0f, 1.0f);
yourBitmapFontName.draw(batch, yourScoreName, 25, 100);
batch.end();
enemy.setBounds(enemy.getBody().getPosition().x,enemy.getBody().getPosition().y,enemy.getUserData().getWidth(),enemy.getUserData().getHeight());
renderer.render(world, camera.combined);
}
}
A screen from my game:
It should work the way you did it (with the addListener() method). But you have to set the correct bounds of the actor (width, height, position): actor.setBounds(x, y, width, height). I would use the body to get these values. You can also use a ClickListener instead of the InputListener.
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));
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();