LibGDX - How do I correctly add ExtendViewports? - libgdx

I'm new to LibGDX and I am trying to get my screen resolution sizes set up first before I get into the actual game itself. Before I added extendViewport I had an orthographic Camera and an Image that displayed. But when I got rid of the orthographic camera and added the Viewport the image disappeared. Here is the code i have for the the screen.
public class GameScreen implements Screen {
SlingshotSteve game;
private ExtendViewport viewport;
PerspectiveCamera camera;
public void Menu(SlingshotSteve game){
this.game = game;
}
SpriteBatch batch;
TextureRegion backgroundTexture;
Texture texture;
GameScreen(final SlingshotSteve gam) {
this.game = gam;
batch = new SpriteBatch();
Texture texture = new Texture(Gdx.files.internal("background.jpg"));
backgroundTexture = new TextureRegion(texture, 0, 0, 500, 500);
Music mp3Sound = Gdx.audio.newMusic(Gdx.files.internal("rain.mp3"));
mp3Sound.setLooping(true);
mp3Sound.play();
}
public void render(float delta) {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
batch.setProjectionMatrix(camera.combined);
batch.begin();
batch.draw(backgroundTexture, 0, 0, SlingshotSteve.WIDTH, SlingshotSteve.HEIGHT);
batch.end();
}
#Override
public void resize(int width, int height) {
viewport.update(width, height);
}
#Override
public void dispose() {
batch.dispose();
texture.dispose();
}
#Override
public void show() {
camera = new PerspectiveCamera();
viewport = new ExtendViewport(800, 480, camera);
}
}
The other question I have is that this screen is the main game screen where Level 1 is going to occur. Since I added a main menu I had to switch from the "Application Listener" to the "Implement Screen". Is this correct, or do I have to go back to the Application Listener to get the Create() method? I'm not completely sure what everything means so If someone could please explain this to me that would be great!

Related

Libgdx ScaleToAction not resizing

I am trying to make a sprite move, rotate and resize by using MoveToAction, RotateToAction and ScaleToAction. The first two works fine, but I have a problem with ScaleToAction.
I add the action to the Actor just like I do with the two that works. I think the problem might be in the #Override? When I run the code the sprite moves and rotates but no scaling is done.
I tried to use sprite.setscale as suggested in the answer below, but still no luck. I add the code from the class here:
public class Prizes extends Actor {
private LearnToRead game;
private TextureAtlas atlas;
private TextureRegion prizepic;
private Sprite sprite;
private RotateToAction rta;
private ScaleToAction sta;
private MoveToAction mta;
public Prizes(LearnToRead game) {
this.game = game;
atlas = new TextureAtlas("prizes.pack");
prizepic = atlas.findRegion("haxhatt");
sprite = new Sprite(prizepic);
sprite.setPosition(450 - sprite.getWidth() / 2, 450 * Gdx.graphics.getHeight() / Gdx.graphics.getWidth() - sprite.getHeight() / 2);
//setBounds(sprite.getX(), sprite.getY(), sprite.getWidth(), sprite.getHeight());
setTouchable(Touchable.enabled);
rta = new RotateToAction();
sta = new ScaleToAction();
mta = new MoveToAction();
rta.setRotation(180f);
sta.setScale(2f);
mta.setPosition(0, 0);
mta.setDuration(5f);
rta.setDuration(5f);
sta.setDuration(5f);
Prizes.this.addAction(rta);
Prizes.this.addAction(sta);
Prizes.this.addAction(mta);
}
#Override
public void draw(Batch batch, float parentAlpha) {
sprite.draw(batch);
}
#Override
public void act(float delta) {
super.act(delta);
}
#Override
protected void positionChanged() {
sprite.setPosition(getX(), getY());
}
#Override
protected void rotationChanged() {
sprite.setRotation(getRotation());
}
#Override
protected void sizeChanged() {
sprite.setScale(getScaleX(), getScaleY());
}
}
If also tried to remove sprite and just use the TextureRegion, but didn't get it to work. The texture is drawn, but not moving. I post that code as well, but I do confess that I am quite uncertain about this code:
public class Prizes extends Actor {
private LearnToRead game;
private TextureAtlas atlas;
private TextureRegion prizepic;
private RotateToAction rta;
private ScaleToAction sta;
private MoveToAction mta;
public Prizes(LearnToRead game) {
this.game = game;
atlas = new TextureAtlas("prizes.pack");
prizepic = atlas.findRegion("haxhatt");
Prizes.this.setBounds(450 - Prizes.this.getX(), Prizes.this.getY(), Prizes.this.getWidth(), Prizes.this.getHeight());
setTouchable(Touchable.enabled);
rta = new RotateToAction();
sta = new ScaleToAction();
mta = new MoveToAction();
rta.setRotation(180f);
sta.setScale(2f);
mta.setPosition(0, 0);
mta.setDuration(5f);
rta.setDuration(5f);
sta.setDuration(5f);
Prizes.this.addAction(rta);
Prizes.this.addAction(sta);
Prizes.this.addAction(mta);
}
#Override
public void draw(Batch batch, float parentAlpha) {
game.batch.begin();
game.batch.draw(prizepic, Gdx.graphics.getWidth() / 2, Gdx.graphics.getHeight() / 2);
game.batch.end();
}
#Override
public void act(float delta) {
super.act(delta);
}
#Override
protected void positionChanged() {
Prizes.this.setPosition(getX(), getY());
}
#Override
protected void rotationChanged() {
Prizes.this.setRotation(getRotation());
}
#Override
protected void sizeChanged() {
Prizes.this.setScale(getScaleX(), getScaleY());
}
}
Maybe someone has a good idea about what I am doing wrong?
Use sprite.setScale instead of sprite.scale. The difference is that you are setting it a specific value instead of multiplying the current scale by some value.
But it is redundant to use Sprite with Actor because both classes store position, rotation, scale, and color. It makes more sense to use a TextureRegion with Actor. Or you can use the Image class, which already handles this for you.
Edit:
I see the other part of the issue. You are overriding sizeChanged, but it's the scale, not the size, that you are changing with a ScaleToAction. Actor doesn't have a callback for the scale changing. You could override the setScale methods to apply your change to the Sprite, but like I said above, it doesn't make sense to be using a Sprite for this. You should reference a TextureRegion, and draw it with all the appropriate parameters in the draw() method.

TiledMap wont render

the code below keeps rendering a black screen...any ideas why? I put the base.tmx in the desktop folder and created it using tiled. did i put the .tmx in the wrong folder? its driving me nuts.
public class GameScreen extends ScreenAdapter {
OrthographicCamera camera;
TiledMap tiledmap;
TiledMapRenderer tiledMapRenderer;
public void show()
{
camera=new OrthographicCamera();
camera.setToOrtho(false);
camera.update();
tiledmap= new TmxMapLoader().load("base.tmx");
tiledMapRenderer=new OrthogonalTiledMapRenderer(tiledmap);
}
public void render()
{
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
tiledMapRenderer.setView(camera);
tiledMapRenderer.render();
}
}
You are not setting width and height of your camera. Also you should override render method of ScreenAdapter correctly with delta parameter. This is the updated version of your code :
public class GameScreen extends ScreenAdapter {
OrthographicCamera camera;
TiledMap tiledmap;
TiledMapRenderer tiledMapRenderer;
public void show()
{
float w = Gdx.graphics.getWidth();
float h = Gdx.graphics.getHeight();
camera=new OrthographicCamera();
camera.setToOrtho(false,w,h);
camera.update();
tiledmap= new TmxMapLoader().load("base.tmx");
tiledMapRenderer=new OrthogonalTiledMapRenderer(tiledmap);
}
public void render(float delta)
{
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
tiledMapRenderer.setView(camera);
tiledMapRenderer.render();
}
}

Couldn't load tmx

I'm using libgdx in my 2D platformer game project for college task. For now I'm confused with loading tiledmap in libgdx. I have a big tmx map with size of 11400x1500 pixels and 30x30 tile size. Also an image with same pixel size which I load it in image layer. I try to load it but libgdx shows nothing.
My question is how to load single big tmx map or should I divide the map into several segment/section? Because I've tried other small tmx (3000x1500). If the tmx is divided then how to load them as one stage?
public class Layarloh implements Screen{
private JumatUtama game;
private TiledMap map;
private TmxMapLoader mapLoader;
private OrthographicCamera kamera;
private OrthogonalTiledMapRenderer mapRenderer;
private Viewport viewport;
public Layarloh(JumatUtama utama) {
float l=Gdx.graphics.getWidth(),t=Gdx.graphics.getHeight();
this.game = utama;
loadstage();
kamera = new OrthographicCamera();
kamera.setToOrtho(false,l,t);
kamera.update();
viewport = new FitViewport(l/3,t/3,kamera);
}
public void loadstage(){
mapLoader = new TmxMapLoader();
map = mapLoader.load("stage/s11.tmx");
mapRenderer = new OrthogonalTiledMapRenderer(map);
}
public void stik(float dt){
if (Gdx.input.isKeyPressed(Input.Keys.ANY_KEY))
kamera.position.x +=100*dt;
}
#Override
public void render(float delta) {
stik(delta);
kamera.position.set(550,550,0);
kamera.update();
mapRenderer.setView(kamera);
mapRenderer.render();
}
#Override
public void resize(int width, int height) {
kamera.viewportWidth = viewport.getScreenWidth();
kamera.viewportHeight = viewport.getScreenHeight();
kamera.update();
}
Unitscale does nothing, the code above works on smaller size of tmx map.
EDIT
Code above isn't working, and the below is working, notice the maploader is loading different tmx file, above code trying to load 11400x1500 pixel with 30x30 tile size, while code below trying to load 3800x1500 with 30x30 tile size, but I try to use the code below to load bigger tmx, its not working,
public class Layarloh implements Screen{
private JumatUtama game;
private TiledMap map;
private TmxMapLoader mapLoader;
private OrthographicCamera kamera;
private OrthogonalTiledMapRenderer mapRenderer;
public Layarloh(JumatUtama utama) {
float l=Gdx.graphics.getWidth(),t=Gdx.graphics.getHeight();
this.game = utama;
loadstage();
kamera = new OrthographicCamera();
kamera.setToOrtho(false,l,t);
kamera.position.set(550,550,0);
kamera.update();
}
public void loadstage(){
mapLoader = new TmxMapLoader();
map = mapLoader.load("stage/segmen1.tmx");
mapRenderer = new OrthogonalTiledMapRenderer(map);
}
public void stik(float dt){
if (Gdx.input.isKeyPressed(Input.Keys.ANY_KEY))
kamera.position.x +=100*dt;
}
#Override
public void render(float delta) {
stik(delta);
kamera.update();
mapRenderer.setView(kamera);
mapRenderer.render();
}
Try this code and this should fix it.
#Override
public void render(float delta) {
kamera.position.set(x, y, z);
kamera.update();
mapRenderer.setView(kamera);
mapRenderer.render();
}
#Override
public void resize(int width, int height) {
kamera.viewportWidth = width;
kamera.viewportHeight = height;
kamera.update();
}
EDIT
In the original code, OP was missing kamera.update() statement. And also the resize method. That is something which causes trouble when displaying the tiled map properly as you need to update the camera at every iteration of render.

libGDX - FitViewport is stretching the stage

I am creating a game and I do not want my screen to be stretched when I resize my window (of course only if it can fit in the window). I am using a Stage object with a FitViewport but when I resize window, elements on it are being resized too. What am I doing wrong?
This is my Screen class:
public class SplashScreen implements Screen{
private final PuzzleGame app;
private Stage stage;
private Image splashImage;
public SplashScreen(final PuzzleGame app) {
this.app = app;
this.stage = new Stage(new FitViewport(PuzzleGame.V_WIDTH, PuzzleGame.V_HEIGHT, app.camera));
Gdx.input.setInputProcessor(stage);
Texture splashTex = new Texture(Gdx.files.internal("img/splash.png"));
splashImage = new Image(splashTex);
splashImage.setPosition(stage.getWidth() / 2, stage.getHeight() / 2);
stage.addActor(splashImage);
}
#Override
public void show() {
}
#Override
public void render(float delta) {
Gdx.gl.glClearColor(.25f, .25f, .25f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
update(delta);
stage.draw();
}
private void update(float delta) {
stage.act(delta);
}
#Override
public void resize(int width, int height) {
stage.getViewport().update(width, height, false);
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void hide() {
}
#Override
public void dispose() {
stage.dispose();
}
}
As Tenfour04 already pointed out, you are looking for ScreenViewport.
You probably want to check out this question and then re-read the Viewports wiki article.
Basically, there are two different kind of viewports, the Camera and the OpenGL viewport.
FitViewport keeps the Camera viewport the same, but scales the OpenGL viewport up or down. The result will be that all sizes will appear to be bigger or smaller, depending on how much bigger or smaller the OpenGL viewport is, compared to the camera viewport.
ScreenViewport on the other hand keeps the camera viewport and the OpenGL viewport at the same size, which will result in elements always having the same size.

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 ! ;)