I can draw the texture but, when I press back(also close the game) and open it again the texture is black(it responds to the touches but the image is whole black).
However when I kill all activities from my Android device and open the game again the texture can be drawn.
I am very new with libgdx where is my mistake here? Thanks in advance
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A problem started cropping up in my game that hasn't happened before. I have a fullscreen toggle button, and when I press it my game attempts to go into fullscreen but the entire app closes after a few seconds of freezing. No errors are traced when the game closes. I can resize the game just fine (for example the maximize button works as intended), it's just fullscreen that freezes.
I tested the code as shown below:
trace("Before fullscreen");
stage.displayState = StageDisplayState.FULL_SCREEN_INTERACTIVE;
trace("After fullscreen");
Only "Before fullscreen" is traced out, meaning the displayState change freezes the program. Changing the state to NORMAL does not freeze the program, but both FULL_SCREEN and FULL_SCREEN_INTERACTIVE do. The only other information I could find was someone else having the same problem and discovering graphics card problems, but I haven't done anything to change my graphics settings/drivers so I'm not sure if that's the actual problem here.
I have had a lot of trouble trying to make a preloader work in Actionscript 3.0. I'm also using Animate CC.
So to try to figure out how to even make it work, I downloaded Simple NG Loader from Newgrounds https://www.newgrounds.com/downloads/preloaders/ , to make sure I had a working preloader. Then I got 4 high res images from google, around 10000x10000 pixels each, adding up to 85MB, to make sure there was more than enough to load.
I placed the preloader on the first frame, and put all the images on the second along with "stop();".
When I play, the preloader instantly finishes, but it leaves me with a white screen for a while before the images eventually shows up.
If I play it using a standalone flash player, it instantly crashes.
I would really appreciate some help with this!
The issue is probably that the game will already be fully loaded when you launch the swf in flash. You need to set your flash player to "Simulate Download". Do the following:
Hit ctrl+enter in your ide to launch the swf
Hit view on the menu of the swf and click simulate download.
The swf will now restart and pretend it's downloading. If you open view again, you can select the download speed by going to "Download Settings"
I have coded an as3 class in Flash Pro to make an flv video pan backwards and forwards as the user drags the mouse left and right over the video sprite. (The video is an orbit of a building so the effect is to spin the building around with the mouse). The video has been loaded to a DisplayObject using Greensock's LoaderMax.
It all works fine in Flash Player 10 and the preview, but won't pan when published to Air 2 for desktop on windows. Video just jumps to the final position on mouseUp. Would this most likely be a limitation of Air? if so, why does the preview work? Any suggestions greatly appreciated.
I am using flash to publish webcam stream using H264 , but some times viewer side flash shows black screen even though stream connects to FMS is there a way to know if stream has started capture frame if not black then continue else reconnect . A way to find its black screen or not .
you should use events from NetConnection and NetStream to see if connections is persistent
but! if you have black screen, usualy it happens because of device, if device is streaming without problem and connection is lost on viewer's side then you should see latest frame. And, you are using stage 3d video ? if yes, then you should know, sometimes there are troubles with it.
I am creating a webcam air app. This app will also have some intense sprite animations.
Without Hardware Acceleration everything works fine, but my sprite animation is too cpu intensive.
When I enable Hardware Acceleration i get a 70% speed increase, but my webcam is no longer working. Is there anyway of telling flash to ignore the webcam on hardware acceleration? Or, what is it that I have to do?
Thank you very much for your help good sirs.
try removing sprite animations from the display list and displaying them with BitmapData.draw() every frame instead