libGDX: convert TextureRegion to Texture - libgdx

How can I use my dragon as a Texture?
atlas = new TextureAtlas("myPack.atlas");
dragon = dragon.findRegion("dragon"); // returns TextureRegion

Creating Texture from TextureRegion is totally pointless.
Your TextureRegion having rectangular points of your Texture so you can write particular texel to pixmap and then create Texture from that Pixmap.
TextureAtlas.TextureAtlasData.Region dragon = atlas.getRegion("dragon");
Pixmap pixmap = new Pixmap(dragon.width, dragon.height, Pixmap.Format.RGBA8888);
FileHandle pngFile = dragon.page.textureFile;
Pixmap completePix = new Pixmap(pngFile);
pixmap.drawPixmap(completePix, 0, 0, dragon.left, dragon.top, dragon.width, dragon.height);
Texture dragonTex=new Texture(pixmap);

Related

Pixmaps or Textures for dynamicalliy colored graphics in LibGdx?

I was trying to create a dynamic array containing sprites, that created from pixmap textures. I want to give randomly different colors to this array elements also.
None is working.
Then I tried to create a single pixmap. That also shows same behavior.
I created a pixmap in show() like this:
pixmap = new Pixmap(128, 128, Format.RGBA8888);
Pixmap.setBlending(Pixmap.Blending.None);
pixmap.setColor(128, 0, 0, 1f);
pixmap.fillCircle(64, 64, 64);
texture = new Texture(pixmap);
pixmap.dispose();
in render()
sprite = new Sprite(texture);
sprite.setPosition(b.getX()-sprite.getWidth()/2, b.getY()-sprite.getHeight()/2);
sprite.draw(batch);
Whenever I give an rgb color code, it gives either some different colors or black as output. Tried hex code also.
What wrong I did here?
Previousely I used pixmaps as overlay and single texture etc. But did not go deep in to it and tried.
Here, I planned to draw filled circles with pixmap, instead of using graphics. Because my game elements are very simple filled circles and more than 10 colors I should implement.
These circle objects will be generated dynamically throughout the game.
Now I am wondering what I planned to do will be effective with pixmaps. No exapmples I found on net.
Is it possible to create dynamic array with different colored objects?
Or using graphics is the better option compared to pixmaps?
It would be very helpful if I get suggestions from experienced persons.
r,g,b,a values should be in range from 0f to 1f. And it's bad to create new sprites in render(), since it's called every frame.
I'll try to answer your questions with this small code sample (left comments in the code):
public class MyGdxGame extends ApplicationAdapter {
SpriteBatch spriteBatch;
Pixmap pixmap;
Texture texture;
Array<Sprite> sprites = new Array<Sprite>();
#Override
public void create() {
spriteBatch = new SpriteBatch();
// you should use only one Pixmap object and one Texture object
pixmap = new Pixmap(128, 128, Pixmap.Format.RGBA8888);
pixmap.setBlending(Pixmap.Blending.None);
pixmap.setColor(Color.WHITE);
pixmap.fillCircle(64, 64, 64);
texture = new Texture(pixmap);
pixmap.dispose();
// generate sprites with different colors
// r,g,b,a values should be in range from 0f to 1f
addCircleSprite(128f / 255f, 0f, 0f, 1f);
addCircleSprite(0.4f, 0.2f, 0.5f, 1f);
addCircleSprite(0.6f, 0f, 1f, 1f);
addCircleSprite(0.3f, 0.8f, 1f, 1f);
addCircleSprite(0.1f, 1f, 1f, 1f);
}
void addCircleSprite(float r, float g, float b, float a) {
// every sprite references on the same Texture object
Sprite sprite = new Sprite(texture);
sprite.setColor(r, g, b, a);
// I just set random positions, but you should handle them differently of course
sprite.setCenter(
MathUtils.random(Gdx.graphics.getWidth()),
MathUtils.random(Gdx.graphics.getHeight()));
sprites.add(sprite);
}
#Override
public void render() {
Gdx.gl.glClearColor(0f, 0f, 0f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
spriteBatch.begin();
for (Sprite sprite : sprites) {
sprite.draw(spriteBatch);
}
spriteBatch.end();
}
#Override
public void dispose() {
texture.dispose();
}
}
also read this Q/A. I guess you could load your Texture object from .png file with white circle:
texture = new Texture("whiteCircle.png");
but creating Pixmap circle with only 64 pixels in radius (and then creating a Texture from it) is ok too, shouldn't make much difference.
setColor() takes r, g, b, a parameters to convert it to rgba8888 format -
public void setColor (float r, float g, float b, float a) {
color = Color.rgba8888(r, g, b, a);
}
So set r, g, b and alpha component as floats in the range [0,1].
use
pixmap.setColor(128f/255, 0, 0, 1f);
instead of
pixmap.setColor(128, 0, 0, 1f);
If you want to use hex then -
Color color = new Color(0x000000a6) //(Black with 65% alpha).

loading regions of textureatlas in libgdx loads the entire file

I managed to pack a textureatlas with images i have and it works properly in that it creates the .pack file and the .png file. The issue is when i load the texture atlas and try to assign AtlasRegions. it loads the entire atlas instead of only the image i want. here is a mockup code i used to test it.
#Override
public void create() {
camera = new OrthographicCamera(800, 480);
batch = new SpriteBatch();
test = new TextureAtlas(Gdx.files.internal("polytest.png"));
sprite = test.findRegion("hero");
texture = new Texture(Gdx.files.internal("data/libgdx.png"));
texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
}
#Override
public void render() {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined);
batch.begin();
batch.draw(sprite.getTexture(), 10, 10);
batch.end();
}
this renders the entire atlas instead of only the image called "hero" in the atlas. Why does this happen?
Thanks in advance.
When you do.-
batch.draw(sprite.getTexture(), 10, 10);
you're actually telling libgdx to render the whole Texture. What you need is to draw just the TextureRegion.-
batch.draw(sprite, 10, 10);

AS3 - How can I pixelate bitmapdata without Pixel Bender?

I'd like to apply a pixelate filter to a bitmap. Is there a way to do it without using pixel bender?
You should be able to achieve this with the BitmapData class and its getPixel()/setPixel methods. As for your effect specifically, you could calculate an average color for a given group of pixels, and apply the same color to all of them.
More on pixel manipulation : http://help.adobe.com/en_US/as3/dev/WS5b3ccc516d4fbf351e63e3d118a9b90204-7d64.html
A very simple way to do this is by redrawing a bitmap twice. This code assumes that blockSize is chosen so that your intermediate BitmapData (smaller) aligns with the pixel grid. For example, if your source was 100x100 pixels, a blockSize of 2 will make the intermediate BitmapData 50x50 pixels. Anything more complicated probably requires Math.round() and some fudging.
// Assumes that source.width / blockSize has no remainder
// Same with source.height / blockSize
public function getMosaic( source:BitmapData, blockSize:int ):BitmapData
{
var bitmap:Bitmap = new Bitmap( source );
bitmap.smoothing = true; // blends pixels values
var smaller:BitmapData = new BitmapData( source.width / blockSize,
source.height / blockSize );
var matrix:Matrix = new Matrix();
matrix.scale( 1 / blockSize, 1 / blockSize );
smaller.draw( bitmap, matrix );
bitmap = new Bitmap( smaller );
// Avoid "bitmap.smoothing = true" here to keep it blocky
var blocky:BitmapData = new BitmapData( source.width, source.height );
matrix.invert(); // gives the opposite effect from before
blocky.draw( bitmap, matrix );
smaller.dispose(); // always dispose BitmapData no longer needed
return blocky;
}

drawing a bitmap with bitmapdata(with matrix) in as3

I want to draw my stage as a new bitmap.
How can I cut the top bar of the stage (height of my top bar is 100 pixels) and draw it as a new bitmap?
Well you could do this by adding everything you want in the bitmap to a sprite and then you do this:
var stageSprite:Sprite = new Sprite();
addChild(stageSprite);
//Creates the sprite you want to draw
stageSprite.addChild(objectsYouWantToDraw);
//Here you add the objects you want to draw to the sprite
var bmd:BitmapData = new BitmapData(stage.stageWidth, 100, true, 0);
var bit:Bitmap = new Bitmap(bmd);
addChild(bit);
//Create a bitmap with your size
bmd.draw(stageSprite);
//Draw the objects to a bitmap
You could optionally add a matrix if you want to get another portion of the screen.
var m:Matrix = new Matrix();
m.translate(-xOffset, -yOffset);
bmd.draw(stageSprite, m);
//Draw the objects to a bitmap with the offsets you want

Libgdx: screen resize and ClickListener (libgdx)

I develope a 2D game and use OrthographicCamera and Viewport to resize virtaul board to real display size. I add images to stage and use ClickListener to detect clicks. It works fine, but when I change resolution it works incorrent(can't detect correct actor, I think the problem with new and original x and y). Is there any way to fix this?
You will need to translate the screen coordinates to world coordinates.
Your camera can do that. You can do both ways, cam.project(...) and cam.unproject(...)
Or if you are already using Actors, don't initialize a camera yourself, but use a Stage. Create a Stage and add the actors to it. The Stage will then do coordinate translation for you.
Once me too suffered from this problem but at end i got the working solution, for drawing anything using SpriteBatch or Stage in libgdx. Using orthogrphic camera we can do this.
first choose one constant resolution which is best for game. Here i have taken 1280*720(landscape).
class ScreenTest implements Screen{
final float appWidth = 1280, screenWidth = Gdx.graphics.getWidth();
final float appHeight = 720, screenHeight = Gdx.graphics.getHeight();
OrthographicCamera camera;
SpriteBatch batch;
Stage stage;
Texture img1;
Image img2;
public ScreenTest(){
camera = new OrthographicCamera();
camera.setToOrtho(false, appWidth, appHeight);
batch = new SpriteBatch();
batch.setProjectionMatrix(camera.combined);
img1 = new Texture("your_image1.png");
img2 = new Image(new Texture("your_image2.png"));
img2.setPosition(0, 0); // drawing from (0,0)
stage = new Stage(new StretchViewport(appWidth, appHeight, camera));
stage.addActor(img2);
}
#Override
public void render(float delta) {
Gdx.gl.glClearColor(1, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
batch.draw(img, 0, 0);
batch.end();
stage.act();
stage.act(delta);
stage.draw();
// Also You can get touch input according to your Screen.
if (Gdx.input.isTouched()) {
System.out.println(" X " + Gdx.input.getX() * (appWidth / screenWidth));
System.out.println(" Y " + Gdx.input.getY() * (appHeight / screenHeight));
}
}
//
:
:
//
}
run this code in Any type of resolution it will going to adjust in that resolution without any disturbance.
I just think Stage is easy to use.
If there are some wrong,i consider you should check your code:
public Actor hit(float x, float y)