I've some problem for render Box2D Debug with Box2DDebugRenderer.
I've 2 OrthographicCamera, one for render the world (named Cam) and one for the HUD (healthBar, Armor, ...) (named hudCam).
I've tried to render :
b2dr.render(world, cam.combined); -> I can't see the Box2D
b2dr.render(world, cam.projection);
b2dr.render(world, hudCam.combined);
b2dr.render(world, hudCam.projection);
b2dr.render(world, new OrthographicCamera().combined); and b2dr.render(world, new OrthographicCamera().projection)
I can't find a way to render the Box2D exactly like cam, to see the edge of all bodies.
If somebody understand my problem, please help me !
Thx.
Unfortunately some tutorial out there suggest to use a meter-to-pixel-conversion when using Box2D. This is not neccessary (at least with Libgdx), as this conversion can be done by using a camera.
The problem in your case is, that you are using a meter-to-pixel-conversion when rendering the Sprites, while the Box2DDebugRenderer renders everything 1:1.
To solve this problem you have to get rid of the meter-to-pixel conversion and use the camera or the viewport to "scale" the things.
THis way, the Box2DDebugRenderer and your SpriteBatch can (and should) use the same camera to render.
For the camera/viewport:
The constructor has the params width and height. Those params are often set as Gdx.graphics.getWidth() and Gdx.graphics.getHeight(), which in my optinion is not right, the game should be resolution-independent.
You should instead select those values depending on how big your player (or any other visible entity) is in real life and how big it should be on screen.
Let's say you have a little characte, like in your game. It is 1m tall in real live and should take 1/13 of the screen height (more or less like in your first picture, where the screen is about 13 times as high as the character).
So your cameras height should be 13, your characters height (also it's Box2Ds Body height) should be 1m. Next you need to define the width. For that i like to think about my desired aspect ratio. Lets assume the game should focus on 16/9 devices, the width is then (13/9)*16=23.
Now your camera should be created like this:
camera = new OrthographicCamera(23, 13);
Related
Is there a way to let the player save a high-resolution image of the game, while still maintaining all effects? For example, I have glow filters set to 2px. When I use the regular drawBitmap, everything is pixellated and the filters don't look great. So I've started enlarging the movieclip to double the size, then creating a bitmap that's twice the size and saving that. But the problem is that the filter effects get scaled down. For example, if the image went from 400 to 800 px tall, the 2px filter effect now looks half the size and warps everything.
I know this must be possible because, for example, using a fullscreen function does this already... it enlarges everything to a beautiful high resolution, while maintaining all effects relative to each other. How can I capture this effect in an image-saving capacity? (currently using jpegencoder)
Sounds like you have some aliasing so you'll need a re-sampling (blend) function to fix those jagged edges.
A good one is : Lanczos Resampler by Jozef Chúťka.
The important part from that demo code is the LanczosBitmapDataResizer class code about halfway scrolling down the page.
import flash.display.BitmapData;
import flash.utils.Dictionary;
class LanczosBitmapDataResizer
{ ...etc etc...
and it's accessed by updating a BitmapData
new_smooth_BMD = LanczosBitmapDataResizer.resize( old_pixelated_BMD, 227, 227 );
I an currently using Libgdx Animation class( com.badlogic.gdx.graphics.g2d.Animation) in a game. However I need the animation to grow in size on certain events. How do I accomplish this?
Animation is used to select the correct frame (TextureRegion) based on the time elapsed. It has nothing to do with how you render that frame. Therefor it is not different as how you render anything else.
You didn't provide enough information for that. But usually you'd render it something like this:
TextureRegion textureRegion = animation.getKeyFrame(time += delta);
spritebatch.draw(textureRegion, x, y, width, height);
So to change the size would be to change the width and height variables. You didn't provide enough information on how you'd like to do that. But you can do that for example using this:
width = 0.8f;
height = 1.9f;
I am working with libgdx. I need to scale and position text. Let's say I want to draw X that is 30 pixels hight and I want it to be in the middle of the screen. I want to draw more of those in diffrent locations and with different scales.
Is there any way how could I achieve that? I can't find the solution anywhere. I dont want to create more BitmapFonts if possible.
If you want to handle all platforms (android, html, ios, desktop) you need to use several BitmapFonts in order to avoid ugly scaling. Otherwise, if you don't need to deploy to HTML, you can use the gdx-freetype extension (see here https://github.com/libgdx/libgdx/wiki/Gdx-freetype).
Assuming you go with BitmapFont, you can simply use code similar to this to center your text:
String text = "Your text here!";
TextBounds bounds = font.getBounds(text);
font.draw(batch, text, (width - bounds.width) / 2.0f, (height - bounds.height) / 2.0f);
For scaling, you can set the scale in font.draw, but you probably want several BitmapFont of various sizes to avoid ugly artifacts.
I have one SpriteBatch in my game, between whose batch.begin() and batch.end() I draw...
a large static background image
several game sprites
I want to clip the area in which the sprites are seen, which I've read is done using ScissorStack.
The problem is that ScissorStack appears to clip the entire SpriteBatch that's sent to the GPU. The result is that it clips my game sprites and the background image.
Question:
Must I have two separate batch.begin() and batch.end() cycles, one without clipping for the background, and another with clipping for the sprites? Or is there a way of clipping just the sprites without using ScissorStack?
If the former, then isn't it rather expensive flushing the SpriteBatch twice as many times simply in order to clip a few sprites, or is it really nothing to worry about in terms of performance?
Related question:
The calculateScissors() method in the latest source code has more parameters than I've seen documented anywhere...
calculateScissors(camera, viewportX, viewportY, viewportWidth, viewportHeight, batchTransform, area, scissor)
What is the purpose of the viewportX, viewportY, viewportWidth, viewportHeight when they appear to be duplicating the camera's viewport and area information, and are not mentioned in any docs?
Basically, I'm really confused... even after (or especially after!) testing the behaviour of different values for each of these parameters.
Any advice sought.
Instead of using a ScissorStack I resorted to using using glScissor to get the results I needed.
#Override
public void render(float delta) {
GameStage.INSTANCE.act(Gdx.graphics.getDeltaTime());
GameStage.INSTANCE.setViewport(GameGeometry.width, GameGeometry.height,
true);
GameStage.INSTANCE.getCamera().translate(
-GameStage.INSTANCE.getGutterWidth(),
-GameStage.INSTANCE.getGutterHeight(), 0);
Gdx.gl.glScissor(
(int) GameStage.INSTANCE.getGutterWidth() * 2,
(int) GameStage.INSTANCE.getGutterHeight(),
(int) Gdx.graphics.getWidth()
- (int) (GameStage.INSTANCE.getGutterWidth() * 4),
(int) Gdx.graphics.getHeight());
Gdx.gl.glDisable(GL10.GL_SCISSOR_TEST);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
Gdx.gl.glEnable(GL10.GL_SCISSOR_TEST);
GameStage.INSTANCE.draw();
}
Hope this helps.
So I am super stoked to start using LibGDX for my first android title for OUYA and PC, but I am running into some snags with LibGDX. (All of my questions can be answered by looking at source, but I am really trying to understand the design choices as well).
To start with, the coordinate system. I created a project using the Project Setup jar, and it creates an OrthographicCamera like so
camera = new OrthographicCamera(1, h/w);
From my reading, I understand that LibGdx uses bottom left corner for 0,0 and yUp. Fine.
I see that it is pretty easy to change to y down if I want to, but I am not understanding the next bit of code that was created.
For the default sprite that gets created the position is set like so.
logoSprite.setOrigin(logoSprite.getWidth()/2, logoSprite.getHeight()/2);
logoSprite.setPosition(-logoSprite.getWidth()/2, -logoSprite.getHeight()/2);
When I run this basic program, I see the logo image I have added is centered on the screen. What I am trying to understand is why the values are negative in set position, and why is it using the sprite width and height instead of the graphics w and h of the view port? If I change to the screen width and height, then the image is drawn in some odd position in the lower right hand side of the screen.
My next question is sprite.setSize vs sprite.setScale. Why is the difference between the two? (They appear to do the same thing, except setScale leaves getWidth and getHeight unchanged).
Since my game will be using a 2D camera heavily for panning, zooming and rotation, I am trying to understand as much as I can about the libgdx framework before I start writing any code.
As a side note, I have a game development and math background and I have made several 2D and 3D games using XNA. I am finding LibGdx a bit frustrating as it does not abstract away OpenGL as much as I was expecting it to, and so far the 2D drawing I have been experimenting with seems to be more confusing than it should be!
I also wanted to note that I am planning to use spine for my animations. Should that change my choice to use y-up or y-down?
If you want to draw a sprite in center of screen, do this in your create method
logosprite.setposition(scrw/2-logosprite.getwidth()/2,scrh/2-logosprite.getheight/2);
here scrw is your viewport's width,
and scrh is your viewport's height,
this way your sprite will be in center of screen
sprite.setsize is used for setting size of the sprite and sprite.setscale is used when we scale a large/small texture so that its quality remains good in all devices(hdpi.mdpi,xhdpi,ldpi)..
no need to worry if you are using spine it works smoothly in libgdx..
You can use just this code if possible
logoSprite.setPosition(Gdx.graphics.getWidth()/2 - image.getWidth()/2,
Gdx.graphics.getHeight()/2 - image.getHeight()/2);
To center the sprite into the middle of the screen Where "image" is the Texture you have loaded/declared initially.
As for why it is coming in a odd position is due to the fact that you are using a camera.
Which changes the view a lot just go through the documentations of libgdx about camera here
In my case, I needed to set position of camera and then call update() method.
Then never forget camera's (0,0) is its center. Everything is being placed that way. My camera code:
private void cameralariUpdateEt() {
cameraGame.position.set(cameraGame.viewportWidth * 0.5f,
cameraGame.viewportHeight * 0.5f, 0);
cameraGame.update();
cameraScore.position.set(cameraScore.viewportWidth * 0.5f,
cameraScore.viewportHeight * 0.5f, 0);
cameraScore.update();
}
Call this method from inside render();
Step 1: Set the sprite origin to the position you would like it to rotate around.
// camera center point is (c.x, c.y)
logoSprite.setOrigin(c.x, c.y);
Step 2: make sure to set your sprite center to origin
logoSprite.setOriginCenter();
Step 3: Rotate your sprite
logoSprite.setRotation(Angle);
Step 4: Set the sprite position, [subtract half the sprites width and height to center the sprite]
logoSprite.setPosition(c.x - logoSprite.getWidth() / 2, c.y - logoSprite.getHeight() / 2)