I am trying to create a picture based on what one of my OrthographicCamera can see. LibGDX has a ScreenUtils class that has a getFrameBufferPixels method, but it does not what I want as I want to get only what one camera sees, not the whole screen.
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i try generate my sprite and save it for use in app (i wont generate it every render method call). But, if i have black details on my generated sprite it takes transparency. But i wont it...
How i need draw texture on generated sprite?
I have several images in my scene, I managed to make the zoom and pan work but the problem is, All of the images are zooming in at the same time. The scripts are place on each gameobject. I used gameobject for the images.
You need apply a filter so you just appli the transformations to one game object, since every one of them are GameObjects I recommend use raycast to sellect an object and then activate his Zoom.cs script just for this object.
I sugest to use just one Zoom.cs in the scene instead of every object having his own copy, then change your function to work with one game object as a paremeter and, when you touch your game object then that object will be the one to suffer the transformation.
If you doesn't want to implement a raycast or change your function at all, then you could set all the images inside a matrix, or use an index system, the central image, or the index you designed, will be the one to suffer the transformations. so you can scroll betwen your gaery and be sure that just the image that you designate in your matrix/index will be the choosen one. The trouble here is that you need to fully control the scroll animation so no one of the images will be in a wrong place like in between two index.
In my first LibGdx Project,I want to draw some rectangles.
I am not looking for shape rendering purpose.I am aiming to implement a function like what fillRect() in j2me do.I have to draw filled rectangles and need to manipulate it(changing size,rotating.. etc).
When I google about it, always getting shapeRenderer related things only.
Please mention how can I draw and manipulate my own images.
Draw Rectangle by using Pixmap.
Texture texture=getPixmapTexture(Color.WHITE);
Sprite sprite=new Sprite(texture); //Used for drawing 2D sprites.
//or
Image image=new Image(texture); //2D scene graph node.
public static Texture getPixmapTexture(Color color){
return new Texture(PixmapBuilder.getPixmapRectangle(1, 1, color));
}
public static Pixmap getPixmapRectangle(int width, int height, Color color){
Pixmap pixmap=new Pixmap(width, height, Pixmap.Format.RGBA8888);
pixmap.setColor(color);
pixmap.fillRectangle(0,0, pixmap.getWidth(), pixmap.getHeight());
return pixmap;
}
The answer by Abhishek is correct.
However, if you have just started game developement with LibGDX, I would check whether you need at all to perform such operation (draw a rectangle).
In libGDX you can use Scene2D which allow you to create a Stage, Actors and direct them on your stage.
So instead of drawing a rectangle, you create an actor, such as an image, to which you can associate a texture, a button or a TextBox and place it on your screen.
Scene2D allows you to then use things like Action or rotation, scaling..
There are some good visual demos about that on Libgdx.info
I am mentioning this because moving to Scene2D later may be more complicated than if you make that decision early on.
I have a pygame screen with multiple tree like objects which grows with each update. I also have to draw random circle which appear and disappear with each update.
I am not able to make the circles alone to disappear. If I try to redraw I loose the slowly incrementing tree structure also. Any help
Using sprite groups (http://www.pygame.org/docs/ref/sprite.html#pygame.sprite.Group) you can put all the tree like objects into a sprite group designated for trees. Then at the end of the game loop you could blit the background onto the screen and call "tree_group.draw(screen)" to draw all your tree sprites wherever they may be on the screen. With that in place, you can simply draw a random circle wherever you'd like without worrying about taking corrective measures and trying to fix where the circle was drawn previously. Using sprite groups makes updating in game loops a breeze as well. Just call "tree_group.update(args)" and every object in the group will update with the arguments passed in.
I have an object manipulation function that(right now) manipulates the scale of the objects inside of an array to give real-time size changes in relation with each other.
What I would like to know is if there's a way to change an object's width/height(to fit the screen size since it's a mobile app) and then reset the scale so that the new width/height has a scaleX/scaleY value of 1.
The width/height are properties that directly influence the scale of a DisplayObject. You cannot resize it without affecting the scale.
You can however:
Draw the image as bitmap
Redraw it if it's a primitive
Put it in a holder
A little about every solution:
Drawing a DisplayObject (or any IBitmapDrawable) is done through creating a BitmapData and using a draw() call. The up-side is that it will be a bitmap and thus save some rendering time. The downside is that if it's a large image it will take memory (can be critical for mobile) and it won't have interactivity/animation unless you make a script that would read the animation.
If you're drawing the element though the Graphics class's API, you might just make something like a resize() method that you would call on window resize/flip-orientation. Just utilise the clear() method of the Graphics object and redraw the whole thing.
Lastly, probably your best pick. Resize your object. Make a new Sprite (I choose Sprite because it's interactive and you probably want that) and add the resized object to that newly made sprite while the Sprite is just added to the display list like you added the resized object before. If it's hard to understand, here's some code:
myResizeableObject.width = newWidth;
myResizeableObject.scaleY = newScaleY;
var holderSprite:Sprite = new Sprite();
myResizeableObject.parent.addChild(holderSprite); // if you don't have a specific place to add the myResizeableObject, don't use myResizeableObject.parent - it's ugly
holderSprite.addChild(myResizeableObject);
Hope that helps you!