Shaperenderer crash libgdx - java

I'm developing a new application with libgdx and in my source code i'm using the shaperenderer class but since I've bought my new tablet (Acer Iconia One 10 B3-A20), my application always crash without displaying any errors after calling the "shaperenderer.end()" method . Even when I create a simple class as the following one, have I missing something?
public class Test implements Screen {
private ShapeRenderer shapeRenderer = new ShapeRenderer();
#Override
public void show() {
}
#Override
public void render(float delta) {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
shapeRenderer.begin(ShapeRenderer.ShapeType.Line);
shapeRenderer.rect(30,30,200,200);
shapeRenderer.end();
}
#Override
public void resize(int width, int height) {
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void hide() {
}
#Override
public void dispose() {
shapeRenderer.dispose();
}
}
Thanks
EDIT:
After placing some breakpoints into the "shaperenderer.end()"method i have noticed that the program crash after calling the "mesh.render()" method, and particularly when it call the "bind" method of the Mesh class (for binding the shaders).
Is it normal?

You need to create a camera first on your show method:
OrthographicCamera camera;
[...]
camera = new OrthographicCamera();
camera.setToOrtho(false);
and on render method set the projectionMatrix before draw:
camera.update();
shapeRenderer.setProjectionMatrix(camera.combined);

Related

Libgdx Keep getting an error when I try to load a Tiled Map

I am relatively new to libgdx and I cannot figure how to fix this error I keep getting. I have tried multiple sources but none seem to work and I feel like there might be an error in my code. The error is...
Execution failed for task ':desktop:DesktopLauncher.main()'.
Process 'command '/Users/rehan_samaratunga/Library/Java/JavaVirtualMachines/corretto-17.0.2/Contents/Home/bin/java'' finished with non-zero exit value 1
My code is...
public class testScreen implements Screen {
private final dungeonGame game;
// Asset Manager
private AssetManager manager;
// Map
private TiledMap map;
private TiledMapTileLayer terrainLayer;
private int[] decorationLayersIndices;
// Map Properties
private int tileWidth, tileHeight, mapWidthInTiles, mapHeightInTiles, mapWidthInPixels, mapHeightInPixels;
// Camera and Renderer
private OrthographicCamera camera;
private OrthogonalTiledMapRenderer renderer;
public testScreen(dungeonGame game) {
this.game = game;
camera = new OrthographicCamera();
camera.setToOrtho(false, 800, 480);
manager.setLoader(TiledMap.class, new TmxMapLoader());
manager.load("onlyBoxes.tmx", TiledMap.class);
}
#Override
public void show() {
}
#Override
public void render(float delta) {
ScreenUtils.clear(0.109f, 0.066f, 0.090f, 1);
camera.update();
game.batch.setProjectionMatrix(camera.combined);
game.batch.begin();
game.batch.end();
}
#Override
public void resize(int width, int height) {
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void hide() {
}
#Override
public void dispose() {
}
Can anybody help?
Its all good I found how to fix it. I reinstalled Libgdx but a earlier version of it and the problem fixed. I know its not the best way to fix it but right now just for learning its all good.

libgdx: Images don't disappear when I switch screen

At this moment I have 2 screens: MainScreen (it's the main menu of the game) and GameScreen. I have a "button" (it's an image) that when the user clicks on it, the MainScreen switchs to the GameScreen.
The problem is that all the images of the MainScreen don't disappear when the second screen appears (the button and the main title). I have been working on this for days and I don't know what more to do.
Main class of the game:
public class MyGame extends Game {
#Override
public void create () {
Sounds.load();
Texts.load();
Buttons.load();
setScreen(new MainScreen(this));
}
#Override
public void dispose () {
super.dispose();
Sounds.dispose();
Texts.dispose();
Buttons.dispose();
}
}
MainScreen:
public class MainScreen implements Screen {
private MyGame game;
private Stage stage;
private OrthographicCamera camera;
private Viewport viewport;
public static Image tituloPrincipal, botonPlay;
public MainScreen(final MyGame game) {
this.game = game;
//stage
camera = new OrthographicCamera(Settings.SCREEN_WIDTH, Settings.SCREEN_HEIGHT);
viewport = new StretchViewport(Settings.SCREEN_WIDTH, Settings.SCREEN_HEIGHT, camera);
stage = new Stage(viewport);
//background
stage.addActor(new Image(Sprites.mainBackground));
//Title of the game
tituloPrincipal = new Image();
tituloPrincipal.setPosition(Settings.SCREEN_WIDTH * 1 / 6, Settings.SCREEN_HEIGHT * 4 / 12);
tituloPrincipal.setDrawable(new TextureRegionDrawable(new TextureRegion(Texts.tituloPrincipal)));
tituloPrincipal.setSize(Texts.tituloPrincipal.getWidth()/3,
Texts.tituloPrincipal.getHeight()/3);
stage.addActor(tituloPrincipal);
//Play Button
botonPlay = new Image();
botonPlay.setPosition(Settings.SCREEN_WIDTH * 4 / 10, Settings.SCREEN_HEIGHT / 16);
botonPlay.setDrawable(new TextureRegionDrawable(new TextureRegion(Buttons.playbutton)));
botonPlay.setSize(Buttons.playbutton.getWidth()/16,
Buttons.playbutton.getHeight()/18);
stage.addActor(botonPlay);
//Song
Sounds.musicMainScreen.play();
}
#Override
public void show() {
Gdx.input.setInputProcessor(stage);
}
#Override
public void render(float delta) {
botonPlay.addListener(new ClickListener(){
#Override
public void clicked(InputEvent event, float x, float y) {
game.setScreen(new GameScreen(game));
dispose();
}
});
stage.draw();
stage.act(delta);
}
#Override
public void resize ( int width, int height){
}
#Override
public void pause () {
}
#Override
public void resume () {
}
#Override
public void hide () {
}
#Override
public void dispose () {
}
}
GameScreen:
public class GameScreen implements Screen {
private Game game;
private Stage stage;
public GameScreen(Game game) {
this.game = game;
stage = new Stage();
Gdx.input.setInputProcessor(stage);
deleteMainScreenSources();
//song
Sounds.musicGameScreen.play();
}
public void deleteMainScreenSources() {
Sounds.musicMainScreen.stop();
}
#Override
public void show() {
}
#Override
public void render(float delta) {
}
#Override
public void resize ( int width, int height){
}
#Override
public void pause () {
}
#Override
public void resume () {
}
#Override
public void hide () {
}
#Override
public void dispose () {
}
}
Button class:
public class Buttons {
public static Texture playbutton;
public static void load() {
playbutton = new Texture(Gdx.files.internal("playbutton.png"));
playbutton.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);
}
public static void dispose() {
playbutton.dispose();
}
}
The class of the title it's like the class of the button.
Your render method is what draws your screen. If you are not aware, it is kind of a game loop , which gets executed non stop ( around 60/sec by default I believe). So all your drawing and redrawing goes here.Usually , you would be clearing your screen at first and then draw other images on the screen. Libgdx provide interfacing to opengl to clear the screen. In my case, I always clear screen at the very first line of render method and draw additional things on it so that it makes sure my stale content of the screens are gone.In your GameScreen , your render method is empty , so your previous screen is not yet wiped out. I believe adding clear and drawing your new stage in GameScreen will resolve your issue.
Make your code in GameScreen render something like this and try ,
#Override
public void render(float delta) {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.act();
stage.draw();
}
Also, I would try to avoid creation of any new object in 'render` method for the same reason. Your addListener method in your menu screen can go in it's constructor. So that you don't create anonymous listener in every game loop execution. This may not impact by that much in your current scenario, but if you create some heavy object or some Sprites in this way in game loop, that can drag your game perfomance a lot.

LibGDX render not called after resize

I'm making a simple 2D game in LibGDX. This is my first project with it.
On my phone everything works fine, nothing bad (6.0.1), but on other phones (no matter what version) it doesn't work. It's clear that the render method doesn't work, but I don't know why. I've tried to add super.render(); but it made it red, so it's not working or I've made some mistake.
This is a menu screen, what comes first. It works fine, than I play and die, than I call it again and it crashes.
public class MenuScreen implements Screen {
private DualisAutosapp game;
private OrthographicCamera camera;
...
public MenuScreen(DualisAutosapp game)
{
super();
Gdx.app.log("Menu","Started");
this.game = game;
camera = new OrthographicCamera();
camera.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
Gdx.app.log("Menu","Camera");
logoTexture = new Texture(Gdx.files.internal("background.png"));
logoTexture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
logo = new Sprite(logoTexture);
Gdx.app.log("Menu","Background");
startTexture = new Texture(Gdx.files.internal("start.png"));
startTexture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
start = new Sprite(startTexture);
Gdx.app.log("Menu","Start");
carChooseTexture = new Texture(Gdx.files.internal(prefs.getString("playercar", "player/mazda2.png")));
carChooseTexture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
carChoose = new Sprite(carChooseTexture);
Gdx.app.log("Menu","Car");
font = new BitmapFont(Gdx.files.internal("font/joystix_monospace.fnt"), Gdx.files.internal("font/joystix_monospace.png"), false);
batch = new SpriteBatch();
Gdx.app.log("Menu","batch");
calculateSpriteLocation(Gdx.graphics.getWidth(),Gdx.graphics.getHeight());
Gdx.app.log("Menu","calculate");
}
#Override
public void show() {
}
#Override
public void resize(int width, int height) {
camera = new OrthographicCamera();
camera.setToOrtho(false,Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
calculateSpriteLocation(width,height);
}
#Override
public void render (float delta) {
Gdx.app.log("Menu","render");
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
...
}
#Override
public void resume() {
Gdx.app.log("Menu","Rizjúm");
carChooseTexture = new Texture(Gdx.files.internal(prefs.getString("playercar", "player/mazda2.png")));
carChooseTexture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
carChoose = new Sprite(carChooseTexture);
}
#Override
public void hide() {
}
private void calculateSpriteLocation(int width, int height)
{
logo.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
logo.setPosition(width/2-logo.getWidth()/2, height/2-logo.getHeight()/2);
start.setSize(Gdx.graphics.getWidth()/3.6f, Gdx.graphics.getHeight()/6.4f);
start.setPosition(width/2-start.getWidth()/2, height/2-start.getHeight()/2);
carChoose.setSize(Gdx.graphics.getWidth()/3.6f, Gdx.graphics.getHeight()/6.4f);
carChoose.setPosition(width/2-carChoose.getWidth()/2, height/10-carChoose.getHeight()/2);
}
}
Everything is ok until the log of the render where it crashes.
EDIT
Game Class
public class DualisAutosapp extends Game {
#Override
public void create () {
showMenuScreen();
}
public void switchScreen(Screen newScreen){
Screen previousScreen = getScreen();
setScreen( newScreen );
if (previousScreen != null)
{
previousScreen.dispose();
}
}
public void showMenuScreen()
{
switchScreen(new MenuScreen(this));
}
public void showGameScreen()
{
switchScreen(new GameScreen(this));
}
public void showCarChangeScreen() {
switchScreen( new CarChange(this));
}
}
First of all I'll recommend you to follow Life cycle method of Game/Screen of Libgdx API. If you not override lifecycle method of Game then it call Screen corresponding method.
You're initialize your objects whenever you want but it's not a good way. It's better to initialize all your screen object inside show method of Screen Interface.
Create object's of all screens inside Game class at once and only use that object in setScreen(screen) method.
#Override
public void show() {
..//create objects
}
Use dispose() method and destroy objects that you created in show().
Method resize() can be used to update viewport of camera with device size.
Use pause() and resume() according to your requirement like music pause but not for object initialization.
Well,i think you should not pass Game class to screen constructors every time, and you could try something like this for screen management.
import com.badlogic.gdx.Screen;
public enum MyScreens {
GAME_SCREEN {
public Screen getScreenInstance() {
return new GameScreen();
}
},
MAIN_MENU {
public Screen getScreenInstance() {
return new MainMenu();
}
},
SPLASH_SCREEN {
public Screen getScreenInstance() {
return new SplashScreen();
}
};
public abstract Screen getScreenInstance();
}
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.utils.IntMap;
public class ScreenManager {
private static ScreenManager instance;
private Game game;
private IntMap<Screen> screens;
private ScreenManager() {
screens = new IntMap<Screen>();
}
public static ScreenManager getInstance() {
if (instance == null) {
instance = new ScreenManager();
}
return instance;
}
public void initialize(Game game) {
this.game = game;
}
public void show(MyScreens screen) {
if (game == null) {
return;
}
if (!screens.containsKey(screen.ordinal())) {
screens.put(screen.ordinal(), screen.getScreenInstance());
}
game.setScreen(screens.get(screen.ordinal()));
}
public void dispose(MyScreens screen) {
if (!screens.containsKey(screen.ordinal())) {
return;
}
screens.remove(screen.ordinal()).dispose();
}
public void dispose() {
for (Screen screen : screens.values()) {
screen.dispose();
}
screens.clear();
instance = null;
}
}

Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: badlogic.jpg

i'm begginer programmer and need some help. I'm using eclipse and libgdx. I created a project. When i try to load my file "background.png", i get this error:
"Exception in thread "LWJGL Application"
com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file:
badlogic.jpg"
. Oh wait, did you see that ? My file's name is "background.png", and error tells me that couldn't load "badlogic.jpg" I searched many forums but didnt find the solution cuz i think im the only one who is getting this error. And dont worry i have written my code correctly.`
This is GameScreen method
Reaction game;
OrthographicCamera camera;
SpriteBatch batch;
public GameScreen(Reaction game){
this.game = game;
camera=new OrthographicCamera();
camera.setToOrtho(true,1920,1080);
batch = new SpriteBatch();
}
#Override
public void show() {
}
#Override
public void render(float delta) {
Gdx.gl.glClearColor(0.95F, 0.95F, 0.95F, 0.95F);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
camera.update();
batch.setProjectionMatrix(camera.combined);
batch.begin();
batch.draw(Assets.sprite_back,0,0);
batch.end();
}
#Override
public void resize(int width, int height) {
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void hide() {
}
#Override
public void dispose() {
}
}
this is Assets method
public static Texture texture_back;
public static Sprite sprite_back;
public static void load(){
texture_back= new Texture(Gdx.files.internal("data/background.png"));
texture_back.setFilter(TextureFilter.Linear,TextureFilter.Linear);
sprite_back=new Sprite(texture_back);
sprite_back.setFlip(false, true);
}
}
and this is main game method
public GameScreen game_screen;
#Override
public void create() {
Assets.load();
game_screen = new GameScreen(this);
setScreen(game_screen);
}
}
I'm sure my code is correct cuz i made it with getting help from youtube videos. Please help me, im stuck...
More information: my files are linked, when i put my png file to assets/data folder it appears in desktop's assets too, and eclipse also automatically refresh files and when i manage files on eclipse, it happens to real project folder in my desktop, i tried to make it for you easier, i wish it helps.

LIBGDX creating a main menu

So i want to create a mainmenu for my game and i'm stuck on what to do next i have all the art done and it's all in layers and packed in a .pack
public class MainMenu implements Screen {
CrazyZombies game;
Stage stage;
BitmapFont font;
TextureAtlas MainMenu;
Texture road;
Skin skin;
SpriteBatch batch;
public MainMenu(CrazyZombies game){
this.game = game;
}
#Override
public void render(float delta) {
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
Gdx.gl.glClearColor(0.09f, 0.28f, 0.2f, 1);
stage.act(delta);
batch.begin();
stage.draw();
batch.end();
}
#Override
public void resize(int width, int height) {
if(stage == null)
stage = new Stage(width, height, true);
stage.clear();
Gdx.input.setInputProcessor(stage);
}
#Override
public void show() {
batch = new SpriteBatch();
skin = new Skin();
MainMenu = new TextureAtlas("data/mainmenu/MainMenu.pack");
}
#Override
public void hide() {
dispose();
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void dispose() {
batch.dispose();
skin.dispose();
MainMenu.dispose();
stage.dispose();
}
}
If anyone could give me some guidelines or tutorials on what to do now it would be great i've looked in a lot of places but they have not given me the required answers.
Have a look at this tutorial which sums up what you want exactly:
LibGDX: Using a Splash Screen or Menu
i think it will be easy if u use scene2D that will handle all the complexity and help you to create a nice looking UI with a little bit of code .
you may need to check this link
https://github.com/libgdx/libgdx/wiki/Scene2d.ui
Basically, you need to
create a skin, and
we need to add buttionTextureStyle to it.
Don't forget to add fonts, it took me a hour to figure out that fonts are not set by default like other parameters of buttonTextureStyle
and then you create a button with created skin
and then add that button to the stage.

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