LibGDX crashes when creating a button - libgdx

I'm new to LibGdx. I have been programming java for a year, but today I got an error with a Button in LibGdx.
What's causing it, and how can I fix it?
#Override
public void render(float delta) {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
background.draw(batch);
batch.end();
}
#Override
public void show() {
batch = new SpriteBatch();
// THE ERROR IS HERE|
// V
// BUTTON
Skin skinLibgdx = new Skin();
TextureAtlas ta = new TextureAtlas(Gdx.files.internal("Button.pack"));
skinLibgdx.addRegions(ta);
Button button = new Button(skinLibgdx);
button.addListener(new ClickListener() {
#Override
public void clicked(InputEvent event, float x, float y) {
// TODO Auto-generated method stub
System.out.println("ABC");
}
});
}
...
}
error:
Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: No com.badlogic.gdx.scenes.scene2d.ui.Button$ButtonStyle registered with name: default
at com.badlogic.gdx.scenes.scene2d.ui.Skin.get(Skin.java:145)
at com.badlogic.gdx.scenes.scene2d.ui.Skin.get(Skin.java:132)
at com.badlogic.gdx.scenes.scene2d.ui.Button.<init>(Button.java:50)
at com.me.game.screen.MainMenu.show(MainMenu.java:53)
at com.badlogic.gdx.Game.setScreen(Game.java:61)
at com.me.game.screen.Splash$1.onEvent(Splash.java:64)
at aurelienribon.tweenengine.BaseTween.callCallback(BaseTween.java:380)
at aurelienribon.tweenengine.BaseTween.updateStep(BaseTween.java:521)
at aurelienribon.tweenengine.BaseTween.update(BaseTween.java:424)
at aurelienribon.tweenengine.TweenManager.update(TweenManager.java:166)
at com.me.game.screen.Splash.render(Splash.java:35)
at com.badlogic.gdx.Game.render(Game.java:46)
at com.me.game.MainGame.render(MainGame.java:16)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:207)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)

The atlas alone is not enough for the button. You would have to provide a default style for the button. This either can be done directly on the skin or by a JSON file you can load. Check https://github.com/libgdx/libgdx/wiki/Skin for the details.
Check the tests of libgdx, that contain a rather complete example (https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests-android/assets/data/uiskin.json).
e.g.
...
com.badlogic.gdx.scenes.scene2d.ui.Button$ButtonStyle: {
default: { down: default-round-down, up: default-round },
toggle: { down: default-round-down, checked: default-round-down, up: default-round }
},
...
And then load it e.g.
Skin skinLibgdx = new Skin(Gdx.files.internal("data/uiskin.json"))
See a whole example: https://github.com/libgdx/libgdx/blob/396126f3af63eb9d0d263afc59653e00e8083778/tests/gdx-tests/src/com/badlogic/gdx/tests/UITest.java

Related

JavaFX ChoiceBox ContextMenu shown again when it is displayed and clicked again

I have JavaFX panel with ChoiceBox in Swing application. Standard behaviour of ChoiceBox is that when you click it for the first time the popup menu with items is shown and when you click ChoiceBox for the second time, the popup menu is hidden. But when you put it to Swing application the second click causes popup to hide and to be shown immediately again. How can I prevent this behaviour?
public class ComboTest {
private static void initAndShowGUI() {
JFrame frame = new JFrame("FX");
final JFXPanel fxPanel = new JFXPanel();
fxPanel.setPreferredSize(new Dimension(100, 100));
frame.add(fxPanel);
frame.pack();
frame.setVisible(true);
Platform.runLater(new Runnable() {
#Override
public void run() {
initFX(fxPanel);
}
});
}
private static void initFX(JFXPanel fxPanel) {
// This method is invoked on JavaFX thread
Scene scene = createScene();
fxPanel.setScene(scene);
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
initAndShowGUI();
}
});
}
private static Scene createScene() {
ChoiceBox choiceBox = new ChoiceBox(FXCollections.observableArrayList("item 1", "item 2"));
VBox vbox = new VBox(choiceBox);
return new Scene(vbox);
}
}
My suspicion is that when I click the choicebox for the second time the popup loses focus which causes it to hide and the choicebox then handles mouse click and shows the popup again.
I believe that this problem caused by the existing ChoiceBox bug in javafx.
The simplest fix is just to use ComboBox instead:
ComboBox<String> choiceBox = new ComboBox<>(FXCollections.observableArrayList("item 1", "item 2"));

LibGDX making a rectangle move on its own

public class gameMain implements Screen {
final main game;
SpriteBatch batch;
Texture img;
private Texture alexTexture;
private Rectangle alex;
private Texture cTex;
private Texture dropper;
private Texture ender;
private Texture partsImg;
private Texture toy;
private OrthographicCamera camera;
private Array<Rectangle> part; // ******
private long lastDropTime;
private int beltSpeed = 100; // ******
//Score Keeper
private int score;
private String scoreName;
//basically a create method
public gameMain(final main gam){
this.game = gam;
// load images into memory
dropper = new Texture("android/assets/dropper.png");
ender = new Texture("android/assets/endOfBelt.png");
partsImg = new Texture("android/assets/unmadeToyParts.png");
toy = new Texture("android/assets/toymade.png");
cTex = new Texture("android/assets/conveyerBeltBackground.png");
alexTexture = new Texture(Gdx.files.internal("android/assets/alexAlpha2.png"));
// set the game window resolution
camera = new OrthographicCamera();
camera.setToOrtho(false, 1080,720);
// Alex's position / hitbox
alex = new Rectangle();
alex.x = 250;
alex.y = 150;
alex.width = 126;
alex.height = 75;
// part stuff
part = new Array<Rectangle>();
spawnPart();
// score handler
score = 0;
scoreName = "Toys Made: ";
}
private void spawnPart(){ // *******
Rectangle parts = new Rectangle();
parts.x = 0;
parts.y = 210;
parts.width = 52;
parts.height = 60;
part.add(parts);
lastDropTime = TimeUtils.nanoTime();
} //********
#Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
// load alex sprite
game.batch.setProjectionMatrix(camera.combined);
// begin drawing to screen
game.batch.begin();
batch.draw(cTex, -5, 200); // draw conveyer background
batch.draw(dropper, 0, 210); // draw the dropper
batch.draw(ender, 600, 200); // draw the ender
game.batch.draw(alexTexture, alex.x, alex.y); // draw alex
for(Rectangle parts: part){
game.batch.draw(partsImg, parts.x, parts.y); // draw part
}
game.font.draw(game.batch, scoreName, 25, 100); // draw scoreboard
game.batch.end(); // end drawing to screen
//******************************************************************************
//HERE IS WHERE I AM TRYING TO PUT IT
part.x += beltspeed;
if (part.rectangle overlaps ender.rectangle){
despawn part;
}
//******************************************************************************
}
#Override
public void show() {
}
#Override
public void hide() {
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void resize(int width, int height) {
}
#Override
public void dispose() {
}
}
Hello I am very new to LibGDX, and after doing some research I decided to make a game where you are a factory worker named Alex and you build toys. I will gladly take any feedback you have to make my code more orginized or work better. I highlighted everything I believe to be relevant to my question with some asterisks.
But my question is: How do you make a 'rectangle' such as my 'part' move on its own. I added a beltspeed and a spawn zone, and once the hitbox for it goes over the 'ender' hitbox I would like to despawn it.
Also I haven't gotten this far yet, but when the 'part' hitbox passes over 'Alex' hitbox I would like a little minigame to appear where you have to press up, down, left, right (randomly) to build the toy. If you have any suggestions on how I should handle that, I would be very appreciative.
"C:\Program Files\Java\jdk1.7.0_79\jre\bin\java" -Didea.launcher.port=7532 "-Didea.launcher.bin.path=C:\Program Files (x86)\JetBrains\IntelliJ IDEA Community Edition 2016.1.1\bin" -Dfile.encoding=UTF-8 -classpath "C:\Program Files\Java\jdk1.7.0_79\jre\lib\charsets.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\deploy.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\ext\access-bridge-64.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\ext\dnsns.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\ext\jaccess.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\ext\localedata.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\ext\sunec.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\ext\sunjce_provider.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\ext\sunmscapi.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\ext\zipfs.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\javaws.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\jce.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\jfr.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\jfxrt.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\jsse.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\management-agent.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\plugin.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\resources.jar;C:\Program Files\Java\jdk1.7.0_79\jre\lib\rt.jar;C:\Users\RAFiredog\Desktop\Intellij\AlexTheTemp\out\production\desktop;C:\Users\RAFiredog\Desktop\Intellij\AlexTheTemp\out\production\core;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\com.badlogicgames.gdx\gdx\1.9.2\e641cb91bec06bc64d9ddf7a7d7062caceec73cd\gdx-1.9.2.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\com.badlogicgames.gdx\gdx-box2d\1.9.2\b78eaa90aaaf7830e6dffff587ea6e859c2787b2\gdx-box2d-1.9.2.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\com.badlogicgames.gdx\gdx-freetype\1.9.2\3609253d14edb1b3ca5aacff4e06989edde75be4\gdx-freetype-1.9.2.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\com.badlogicgames.gdx\gdx-backend-lwjgl\1.9.2\d710a8704ed584ec2ba9ca52e3a6a5885dd759cc\gdx-backend-lwjgl-1.9.2.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\com.badlogicgames.gdx\gdx-platform\1.9.2\dde4cf7e9ce61c24042f512203aed87657496639\gdx-platform-1.9.2-natives-desktop.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\com.badlogicgames.gdx\gdx-box2d-platform\1.9.2\497cbfbf81e7e8b1e8433b19291c5af4bbc2ec66\gdx-box2d-platform-1.9.2-natives-desktop.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\com.badlogicgames.gdx\gdx-tools\1.9.2\37d8e3009ae0febdf93717b21980c67c8cadac07\gdx-tools-1.9.2.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\com.badlogicgames.gdx\gdx-freetype-platform\1.9.2\1e1afb0b6c9e8aeb7d495cb8f55c353d3da58cf0\gdx-freetype-platform-1.9.2-natives-desktop.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\org.lwjgl.lwjgl\lwjgl\2.9.2\a9d80fe5935c7a9149f6584d9777cfd471f65489\lwjgl-2.9.2.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\org.lwjgl.lwjgl\lwjgl_util\2.9.2\4b9e37300a87799856e0bd15ed81663cdb6b0947\lwjgl_util-2.9.2.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\com.badlogicgames.jlayer\jlayer\1.0.1-gdx\7cca83cec5c1b2f011362f4d85aabd71a73b049d\jlayer-1.0.1-gdx.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\org.jcraft\jorbis\0.0.17\8872d22b293e8f5d7d56ff92be966e6dc28ebdc6\jorbis-0.0.17.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\com.badlogicgames.gdx\gdx-backend-headless\1.9.2\813e6020de85cd831f02cb5e9060fd7ea8cb208e\gdx-backend-headless-1.9.2.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\org.lwjgl.lwjgl\lwjgl-platform\2.9.2\510c7d317f5e9e700b9cfaac5fd38bdebf0702e0\lwjgl-platform-2.9.2-natives-windows.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\org.lwjgl.lwjgl\lwjgl-platform\2.9.2\d276cdf61fe2b516c7b7f4aa1b8dea91dbdc8d56\lwjgl-platform-2.9.2-natives-linux.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\org.lwjgl.lwjgl\lwjgl-platform\2.9.2\d55b46b40b40249d627a83a7f7f22649709d70c3\lwjgl-platform-2.9.2-natives-osx.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\net.java.jinput\jinput\2.0.5\39c7796b469a600f72380316f6b1f11db6c2c7c4\jinput-2.0.5.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\net.java.jutils\jutils\1.0.0\e12fe1fda814bd348c1579329c86943d2cd3c6a6\jutils-1.0.0.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\net.java.jinput\jinput-platform\2.0.5\7ff832a6eb9ab6a767f1ade2b548092d0fa64795\jinput-platform-2.0.5-natives-linux.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\net.java.jinput\jinput-platform\2.0.5\385ee093e01f587f30ee1c8a2ee7d408fd732e16\jinput-platform-2.0.5-natives-windows.jar;C:\Users\RAFiredog\.gradle\caches\modules-2\files-2.1\net.java.jinput\jinput-platform\2.0.5\53f9c919f34d2ca9de8c51fc4e1e8282029a9232\jinput-platform-2.0.5-natives-osx.jar;C:\Program Files (x86)\JetBrains\IntelliJ IDEA Community Edition 2016.1.1\lib\idea_rt.jar" com.intellij.rt.execution.application.AppMain com.rafiredog.game.desktop.DesktopLauncher
Exception in thread "LWJGL Application" java.lang.NullPointerException
at com.rafiredog.game.gameMain.render(gameMain.java:97)
at com.badlogic.gdx.Game.render(Game.java:46)
at com.rafiredog.game.main.render(main.java:45)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:223)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:124)
Process finished with exit code 0
Lastly, I am now getting this error. I moved some code around near the 'batch.draw'. However that might not be the cause of the error? I am a little lost right now. But I will gladly screenshot what I have of the game now once the errors are resolved.
Thank you for any insight you have on fixing up this game.
You need to do game updates and then rendering on each cycle of the game loop. The game update part of your code can iterate through your objects to do stuff to them.
For example, your render method would look like this. You need to explicitly use an Iterator for your for loop because you otherwise could not remove items from the list while iterating.
#Override
public void render(float delta) {
//Update game
Iterator<Rectangle> iterator = parts.iterator();
while (iterator.hasNext()){
Rectangle part = iterator.next();
part.x += beltSpeed * delta; //distance = speed * time
if (part.rectangle.overlaps(ender.rectangle)){
iterator.remove(); //removes rectangle from the list
}
}
//This is also where you would update movement for anything else,
//such as a character jumping, or counting down a timer and spawning
//something when it reaches zero, for example.
//Draw everything
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
game.batch.setProjectionMatrix(camera.combined);
game.batch.begin();
//...
game.batch.end();
}
If you spawn and "despawn" a lot of objects, you will probably need to use pooling to avoid stutters from memory deallocation. You can do this by replacing new Rectangle() with Pools.obtain(Rectangle.class) and adding the line Pools.free(part) right after iterator.remove().
I also noticed you have counter-intuitive usage of the words "part" and "parts" by swapping plural and singular. Make sure that doesn't trip you up.
As for your NullPointerException, read here.
Piggy backing onto Tenfour04's answer and attempting to answer your question in the comments. I'd suggest looking at this link: https://github.com/libgdx/libgdx/wiki/The-life-cycle

Removing all rectangles in rectangle array(LIBGDX)

Hi guys so I created a simple game with a flying helicopter in which you need to dodge the missiles. I want to remove all missiles that are created in the screen if gameOver boolean is true. What is happening is it's only removed if the helicopter dies because of hitting the missile, but if it dies by hitting the ground the "game over" message shows but the missiles are not removed!
I tried using
if(heliR.overlaps(missiles)){gameOver=true; Iter.remove; }
But like what I said all missiles are only removed if I died by hitting missile, can anyone help me in this?
Here is my code:
#Override
public void create()
{
batch = new SpriteBatch();
camera=new OrthographicCamera();
camera.setToOrtho(false,800,480);
restart=TimeUtils.nanoTime();
click=TimeUtils.nanoTime();
//fonts
font=new BitmapFont();
font1=new BitmapFont();
font2=new BitmapFont();
font.setColor(Color.RED);
font1.setColor(Color.BLACK);
font2.setColor(Color.WHITE);
font.setScale(3);
font1.setScale(1);
font2.setScale(2);
//score
points=0;
lastScore=TimeUtils.nanoTime();
//background
Texture texture=new Texture(Gdx.files.internal("background.png"));
background=new TextureRegion(texture,0,0,800,480);
//logo
logo=new Texture(Gdx.files.internal("logo.png"));
logoR=new Rectangle();
logoR.x=230;
logoR.y=240;
logoR.width=230;
logoR.height=100;
//helicopter
heli=new Texture(Gdx.files.internal("helicopter.png"));
heliR=new Rectangle();
heliR.x=280;
heliR.y=400;
heliR.width=heli.getWidth()-15;
heliR.height=heli.getHeight()-15;
//Sounds
heliSound=Gdx.audio.newSound(Gdx.files.internal("helicopter.wav"));
heliLanding=Gdx.audio.newSound(Gdx.files.internal("helicopter_landing.wav"));
collision=Gdx.audio.newSound(Gdx.files.internal("collision.wav"));
//missile
missileImg=new Texture(Gdx.files.internal("missile.png"));
missiles=new Array<Rectangle>();
}
public void spawnMissile(){
Rectangle missile=new Rectangle();
missile.y=MathUtils.random(60,400);
missile.x=mX;
missile.width=missileImg.getWidth()-15;
missile.height=missileImg.getHeight()-10;
missiles.add(missile);
lastMissile=TimeUtils.nanoTime();
velocity=250;
}
#Override
public void render()
{
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
batch.begin();
batch.draw(background,backGroundX-800,0,800,480);
batch.draw(background,backGroundX,0,800,480);
batch.draw(heli,heliR.x,heliR.y);
if(justStart==false && gameOver==false){
font2.draw(batch,"Points:"+points,345,480);}
//missile
for(Rectangle missile: missiles){
batch.draw(missileImg,missile.x,missile.y);
}
//game over
if(gameOver==true){
heliR.y=250;
heliR.x=330;
font.draw(batch,"Game Over",280,400);
font1.draw(batch,"[Long press on the screen to restart]",275,230);
font1.draw(batch,"Your points:"+points,348,250);
if(Gdx.input.isTouched()){
longClick+=1;
if(longClick==35){
gameOver=false;
points=0;
longClick=0;
heliR.y=300;
heliR.x=30;
}
}else{
if(TimeUtils.nanoTime()- click > 2000000){longClick=0;}
}
}
//starting game
if(justStart==true){
heliR.y=250;
heliR.x=330;
font2.draw(batch,"Touch the screen to start",230,230);
batch.draw(logo,logoR.x,logoR.y);
font1.draw(batch,"Developed by:Monzterr",5,15);
if(Gdx.input.isTouched()){
justStart=false;
heliR.y=300;
heliR.x=30;
}
}
batch.end();
//game physics
if(justStart==false&&gameOver==false){
//missile
if(TimeUtils.nanoTime()-lastMissile > 1000000000){spawnMissile();}
Iterator <Rectangle> iter=missiles.iterator();
while(iter.hasNext()){
Rectangle missile= iter.next();
missile.x-=velocity*Gdx.graphics.getDeltaTime();
if(missile.x<=-10){iter.remove();}
if(missile.overlaps(heliR)){
gameOver=true;
collision.play();
}
if(gameOver==true){
iter.remove();
}
}
//background
backGroundX= backGroundX-100*Gdx.graphics.getDeltaTime();
if(backGroundX<=0){
backGroundX=800;
}
//score
if(TimeUtils.nanoTime()-lastScore>2000000000){
points=points+1;
lastScore=TimeUtils.nanoTime();
}
//gravity
if(Gdx.input.isTouched()){
heliR.y+=5;
//heliLanding.play();
}else{
heliR.y-=5;
//heliLanding.pause();
}
}
//borders
if(heliR.y>=400){
heliR.y=250;
}
if(heliR.y<=56){
heliR.y=56;
gameOver=true;
mX=800;
collision.play();
}
}
#Override
public void dispose()
{
}
#Override
public void resize(int width, int height)
{
}
#Override
public void pause()
{
}
#Override
public void resume()
{
}
Sorry for messy code I just started learning programming last week.
You are checking if gameOver == true twice - one on the (almost) beginning of the render() method
//game over
if(gameOver==true){
heliR.y=250;
...
and second time under following condition
//game physics
if(justStart==false&&gameOver==false){
...
but you are removing iterator only in the second one
if(gameOver==true){
iter.remove();
}
fixing it should fix your problem. Consider also do you need two checks if gameOver is true (I believe you not - you can handle both situations in the first one)
You are changing gameOver to true in the middle of looping through all your enemies, and only removing them from within the loop, so only the enemies after the one that caused the game over will be removed. Replace iter.remove() with break (to jump out of the loop which is now unnecessary to finish). And then add a line after the loop:
if (gameOver) missiles.clear();
This removes everything from the array.

libgdx-html5 : texture dispose generate a bufferunderflowexception

I'm developping games with LIBGDX on ANDROID. Today, i've tried to generate one of my project in a HTML5 version. I put the content of the WAR folder on my server. All is fine except 2 things. I'll present you here just one of these 2 issues.
The problem : when a texture has to be disposed (by the call of its method dispose()), i get a BufferUnderflowException. It happens everytime.
Here is the sample code which is automatically generated when you create a new project :
public class TexDispose implements ApplicationListener
{
private OrthographicCamera camera;
private SpriteBatch batch;
private Texture texture;
#Override
public void create() {
float w = Gdx.graphics.getWidth();
float h = Gdx.graphics.getHeight();
camera = new OrthographicCamera(1, h/w);
batch = new SpriteBatch();
texture = new Texture(Gdx.files.internal("data/libgdx.png"));
Gdx.input.setInputProcessor(this);
}
#Override
public void dispose() {
batch.dispose();
texture.dispose(); // HERE IS THE ERROR
}
#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.end();
}
#Override
public void resize(int width, int height) {
}
}
Has one of you already met this issue..? If yes, how can i avoid that (except by not disposing anything lol) ?
Thank you ! ;)

My Libgdx game slow when integrated Admob

I am a new game developing with libgdx. I have a problem with Admob ads. When I call "adView.loadAd(adRequest);" my game is slowl, when I start game, FPS ~ 60 , when I call adView.loadAd(adRequest) my game is slowly FPS ~ 30.
Here is my
public class MainActivity extends AndroidApplication implements IActivityRequestHandler {
protected AdView adView;
AdRequest adRequest;
private final int SHOW_ADS = 1;
private final int HIDE_ADS = 0;
protected Handler handler = new Handler() {
#Override
public void handleMessage(Message msg) {
switch (msg.what) {
case SHOW_ADS: {
System.out.println("SHOW ADVIEW");
adView.setVisibility(View.VISIBLE);
break;
}
case HIDE_ADS: {
adView.setVisibility(View.GONE);
break;
}
}
}
};
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// Create the layout
RelativeLayout layout = new RelativeLayout(this);
// Do the stuff that initialize() would do for you
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
getWindow().clearFlags(WindowManager.LayoutParams.FLAG_FORCE_NOT_FULLSCREEN);
// Create the libgdx View
View gameView = initializeForView(new MyGdxGame(this), false);
// Create and setup the AdMob view`enter code here`
adView = new AdView(this, AdSize.BANNER, "XXXXXX"); // Put in your
// secret key
// here
adRequest = new AdRequest();
adView.loadAd(adRequest);
// adView.loadAd(new AdRequest());
// Add the libgdx view
layout.addView(gameView);
// Add the AdMob view
RelativeLayout.LayoutParams adParams = new RelativeLayout.LayoutParams(RelativeLayout.LayoutParams.WRAP_CONTENT,
RelativeLayout.LayoutParams.WRAP_CONTENT);
adParams.addRule(RelativeLayout.ALIGN_PARENT_TOP);
adParams.addRule(RelativeLayout.ALIGN_PARENT_RIGHT);
layout.addView(adView, adParams);
// Hook it all up
setContentView(layout);
}
// This is the callback that posts a message for the handler
#Override
public void showAds(boolean show) {
handler.sendEmptyMessage(show ? SHOW_ADS : HIDE_ADS);
}
}
I read topic Using interstitials from Admob in a Libgdx game for Android, it's slow when dismissing it
but not solution
Please help me if you have a solution.
This is a known issue and at the moment you cant change it.
Post at the libgdx Forum
It has nothing todo with your code. I think