Java libgdx 1.20 version texture bug - libgdx

For 2 days I've been trying to fix bug with fickering and distored textures in my game. I was serching on the internet and i tried a few solutions like using scene2d, but it didn't work. What should i do ?
This screenshot shows the problem: as the character moves, one eye is sometimes bigger than the other:
edit:
I still got the problem widthdistored eye when i use sprite.setPosition((int) sprite.getX(), (int) sprite.getY()); every time before i render my character.
When i use custom viewport from the answer i see nothing on the game window what i do wrong?
package com.mygdx.redHoodie;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.utils.viewport.StretchViewport;
public class GameScreen implements Screen {
public static final int GAME_WIDTH = 800;
public static final int GAME_HEIGHT= 480 ;
SpriteBatch batch;
Background background;
public Hoodie hoodie;
public PixelMultipleViewport viewport;
OrthographicCamera camera;
public int gameMode; // 0 normalna gra, 1 level up, 2 end game
public GameScreen(){
camera= new OrthographicCamera(GAME_WIDTH,GAME_HEIGHT);
viewport = new PixelMultipleViewport(GAME_WIDTH, GAME_HEIGHT, camera);
viewport.update();
camera.setToOrtho(false, GAME_WIDTH, GAME_HEIGHT);
batch = new SpriteBatch();
//klasy wyswietlane
background= new Background(this);
hoodie = new Hoodie(this);
startNewGame();
}
#Override
public void render(float delta) {
// TODO Auto-generated method stu
Gdx.gl.glClearColor(1, 1, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.projection);
batch.setTransformMatrix(camera.view);
camera.update();
//batch.setProjectionMatrix(camera.combined);
this.update(delta);
this.batch.begin();
toRender(delta);
this.batch.end();
}
public void update(float delta){
hoodie.update(delta);
}
public void toRender(float delta){
background.render();
hoodie.render();
}
public void startNewGame(){
}
public void startNevLevel(){
}
#Override
public void resize(int width, int height) {
// TODO Auto-generated method stub
viewport.update(width, height,false);
}
#Override
public void show() {
// TODO Auto-generated method stub
}
#Override
public void hide() {
// TODO Auto-generated method stub
}
#Override
public void pause() {
// TODO Auto-generated method stub
}
#Override
public void resume() {
// TODO Auto-generated method stub
}
#Override
public void dispose() {
// TODO Auto-generated method stub
}
}

When loading your texture, use linear filtering and mip-mapping. The default filter is Nearest/Nearest, which will cause the issue you're seeing.
Texture myTexture = new Texture("textureFilename", true); //must enable mip-mapping in constructor
myTexture.setFilter(TextureFilter.MipMapLinearNearest, TextureFilter.Linear);
EDIT:
I realize now, looking at your screenshot, that you are doing pixelated graphics in a larger window. In order to do this, yes you need to keep the Nearest/Nearest filtering, instead of what I suggested.
To avoid having the some of the pixels vary in size, you must round off character movement and camera movement to the nearest world unit. When your character is partway between pixels, the size of the sprite pixels varies because they don't line up with the screen pixels.
You have your world scaled so one unit equals one of your large pixels. So whenever you draw anything, you need to first round its position to the nearest integer in the x and the y, as well as the camera position. So after you move the camera or the sprites, you must do something like this:
sprite.position.set((int)sprite.position.x,(int)sprite.position.y,sprite.position.z);
As far as your Viewport goes, if you don't want any black bars, you will probably need a custom Viewport class that tries to match your desired resolution as closely as possible and then extends it outwards to avoid distortion. ExtendViewport does something similar, but the difference with pixellated graphics is that you need the world resolution to be an integer multiple of the screen's resolution so the edges of pixels look crisp rather than fuzzy.
I think this will do what you want. It takes your desired screen resolution and shrinks it to fit where the size of each of your pixels in screen pixels is an integer. Then it extends the view beyond your desired resolution to avoid distortion and black bars. This class makes the assumption that all screen dimensions are always a multiple of 4. I think that's true. If you want to get fancy, you could use OpenGL scissoring to round down the viewport size to the nearest multiples of 4, to be safe. At most you would be having 2 pixels of black bar, which I don't think would be noticeable.
public class PixelMultipleViewport extends Viewport {
private int minWorldWidth, minWorldHeight;
public PixelMultipleViewport (int minWorldWidth, int minWorldHeight, Camera camera) {
this.minWorldHeight = minWorldHeight;
this.minWorldWidth = minWorldWidth;
this.camera = camera;
}
#Override
public void update (int screenWidth, int screenHeight, boolean centerCamera) {
viewportWidth = screenWidth;
viewportHeight = screenHeight;
int maxHorizontalMultiple = screenWidth / minWorldWidth;
int maxVerticalMultiple = screenHeight / minWorldHeight;
int pixelSize = Math.min(maxHorizontalMultiple, maxVerticalMultiple);
worldWidth = (float)screenWidth/(float)pixelSize;
worldHeight = (float)screenHeight/(float)pixelSize;
super.update(screenWidth, screenHeight, centerCamera);
}
}

Here's a different option I just came across. This is a way to draw your scene at the scale you like without black bars, at any resolution.
The visual quality will be slightly worse than in my other answer (where you draw at an integer multiple of your desired scene scale), but significantly better than using straight nearest filtering like in your screenshot.
The basic idea is to draw everything to a small FrameBuffer at the scale you want, and then draw the FrameBuffer's color texture to the screen using an upscaling shader that (unlike linear filtering) interpolates pixel colors only along the edges of sprite pixels.
The explanation is here. I have not ported this to Libgdx or tested it. And I'm not sure how well this shader would run on mobile. It involves running four dependent texture look-ups per screen fragment.

I know this topic is old but as my search led me here, there may be more people following in the future. I was having the same pixel tearing issue, but only on my iOS 9 iPhone 4S. It was rendering fine on my Android 9 Pixel 2. Tried many things (especially rounding to full pixels) but even using an unzoomed fullscreen orthographic camera it suffered from the artefacts.
Forcing my texture to be POT (power of two) fixed the issue!

Related

Libgdx: Draw a Sprite on touchdown

I want to draw A Sprite when touchDown event occurs and disposed when touchUp occurs. I tried following code:
public class Connect4Screen implements Screen {
SpriteBatch batch;
Connect4Screen(){
batch = new SpriteBatch();
camera = new OrthographicCamera(30, 20);
camera.update();
batch.setProjectionMatrix(camera.combined);
Gdx.input.setInputProcessor(new InputAdapter(){
#Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
drawChip();
}
}
}
public void drawChip(){
batch.begin();
batch.draw(new Texture("Images/yellow.png"), 0, 5, 1.4f,1.4f);
batch.end();
}
}
I scrapped off unnecessary code.
What is wrong here?
If you simply draw something as a one-time event, it will only be visible for 1/60 of a second. Games redraw the screen over and over in a loop, so to cause something to appear and stay on the screen, you need to set a member Boolean that indicates it should be drawn, and then in your render method you draw that item if the Boolean is true.
That's a very simplified explanation. Games tend to have many different items to draw that come and go, and keeping separate Booleans for each of them is impractical. So typically you'll have a list of items to draw, and you can add and remove items from the list based on events in the game. In your render method, you would loop through the list and draw everything in it.
Also, you must not create a new Texture without keeping a member reference to it so you can dispose() it later. Textures use native memory on the GPU and must be disposed of or they will leak memory. In LibGDX, any object that can leak memory implements Disposable, and must be disposed before you lose track of the reference.

Post overriding the paint method of the components in java

In java awt or swing when you want to change painting of some component you usually have to override the method paint(Graphics g) (in awt) or paintComponent(Graphics g) (in swing).
This is usually (maybe allways - I'm not sure) done when you are creating the component for example:
JPanel jPanel = new JPanel() {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
//... my implementation of paint, some transfromations, rotation, etc
}
};
Imagine that you have container of components which could for example consists of some JLabels, some JTextFields, some image. Which will be all put on one component.
By container I mean you have some list or map with ids or some similar structure in which are all components you will put on one JFrame.
The question is if I can change the painting method after creating with all of the components which are in this list in the moment when all of them are already created. For example I want do the rotation action (rotate), which is defined in Graphisc2D, with all of them.
So basicaly what I want is that I throught the list of componets I have and say:
"All of you (components) which are in the list will be rotated by some angle". Is that possible? If yes how?
Edit:
This is my not correctly working solution:
graphicalDisplayPanel = new JPanel() {
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g2d = (Graphics2D) g;
g2d.rotate(Math.PI, anchorx, anchory);
}
#Override
public void paintChildren(Graphics g) {
super.paintChildren(g);
Graphics2D g2d2 = (Graphics2D) g;
g2d2.rotate(Math.PI, anchorx, anchory);
}
};
JFrame jFrame = JFrame();
// ... setting dimension, position, visible etc for JFrame, it works correctly nonrotated
jFrame.setContentPane(graphicalDisplayPanel);
I have not tested this, but it seems like it would work. A JComponent's paint() method calls:
paintComponent(co);
paintBorder(co);
paintChildren(co);
where co is a Graphics object. In theory you create an image, retrieve the graphics object and then pass that into paintChildren(). you will have to call paintComponent() and paintBorder() yourself, if you do this. Then, just rotate the image and draw it into your component. You may have to crop the image or resize your component accordingly for this to work. It might look something like this:
BufferedImage myImage;
#Override
public void paint(Graphics g){
myImage = new BufferedImage(getWidth(), getHeight(), BufferedImage.TRANSLUCENT);
//using a transparent BufferedImage might not be efficient in your case
Graphics myGraphics = myImage.getGraphics();
super.paintComponent(g);
super.paintBorder(g);
super.paintChildren(myGraphics);
//rotation code here
// ...
//draw children onto your component
g.drawImage(myImage, 0, 0,getWidth(), getHeight(), null);
}
I hope I didn't make any mistakes, please let me know if this works.
So basicaly what I want is that I throught the list of componets I have and say: "All of you (components) which are in the list will be rotated by some angle".
If you want to rotate panel and therefore all the components on the panel as a single using then you need to do the custom painting in the paintComponent() method.
If you want to rotate, for example, individual images that each have a different angle of rotation then you can again do this in the paintComponent(...) method and change the angle for each component.
Or, in this second case you can use the Rotated Icon class. In this case the Icon is just added to a JLabel. Then you can change the degrees of rotation and repaint the label, so there is no custom painting (except in the Icon itself).

Double Buffering a JFrame

[Warning, I am a beginner, I have little knowledge about JFrame and I am just getting started, but your help would be greatly appreciated!]
So, here is my Problem: I am currently working on something extremely simple, just a red rectangle moving across the screen and I know how beginner-like that must sound.
My current Code:
package movement;
import java.awt.Color;
import java.awt.Graphics;
import javax.swing.JFrame;
public class Movement extends JFrame {
public static void main(String[] args) {
Movement m = new Movement();
m.setSize(1000, 1000);
m.setTitle("Movement");
m.setBackground(Color.WHITE);
m.setVisible(true);
m.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public void paint (Graphics g){
int width = 0;
int height = 0;
int x = 100;
int y = 900;
while(x < 1000 && y > 0){
//System.out.println("Success");
g.setColor(Color.RED);
g.fillRect(x+width, y-height, 200, 200);
//g.fillRect(x+width, y-height, 200, 200);
try{
Thread.sleep(10);
} catch(InterruptedException e){
}
g.setColor(Color.WHITE);
g.fillRect(x+width, y-height, 200, 200);
//g.fillRect(x+width, y-height, 200, 200);
width=width+1;
height=height+1;
}
}
}
So as you can see it works, but the image stutters and flicks a bit, since there is only a single Buffer. I heard that adding a JPanel would allow me to double buffer and have a way smoother experience, but since I am a real beginner I wouldn't know how to implement it here. I am not sure how a JPanel would help here and in which way to use it.
Swing is double buffered by default. You are overriding the paint() method of the frame and have not invoked super.paint(...) so you are losing the default double buffering.
I heard that adding a JPanel would allow me to double buffer and have a way smoother experience
Yes, this is the proper way to do custom painting. It is not difficult all you do is override the paintComponent() method of the JPanel and add the panel to the frame. Read the section from the Swing tutorial on Custom Painting for more information and examples.
Also, you should NEVER have a while loop with a Thread.sleep() in a painting method. To do animation you should use a Swing Timer. The tutorial link I provided above also has a section on Timers or you can search the forum/web for examples.

LibGdx View Port, resolutions, sprite size

Helllo, im new to libgdx, i need some help, if my desktoplauncher resolution is 480x320, sprite takes 80% of the screen, but if 1280x720, sprite is small, i need to make it look the same at all resoltions so how do i do this? may be easy for you, but not for my, im using libgdx 1.3.1
this is my libgdx code:
SpriteBatch batch;
Texture img;
Sprite mysprite;
#Override
public void create ()
{
batch = new SpriteBatch();
img = new Texture("badlogic.jpg");
mysprite = new Sprite(img);
stage = new Stage(new StretchViewport(480, 320));
}
StretchViewport myviewport = new StretchViewport(480, 320);
public void resize(int width, int height)
{
// use true here to center the camera
// that's what you probably want in case of a UI
stage.setViewport(myviewport);
stage.getCamera().position.set(640/2, 480/2, 0);
}
private Stage stage;
#Override
public void render ()
{
Gdx.gl.glClearColor(1, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
mysprite.draw(batch);
batch.end();
}
You are allready using the right thing: Viewport.
There are different Viewport classes, some of them support working with a virtual screen size, which is what you are looking for.
What is a virtual screen size? Well it is the screen size your code is working with and which is then scaled up to match the real resolution.
Basicly you can work with your own units and they are then automatically scaled up to match pixels.
I guess in your case there are 2 possible Viewport-types:
- StretchViewport supports virtual screen sizes and scales it up to match the real screen size and the real aspect ratio. If the real aspect ration does not match the virtual one the Sprites will be stretched, which could look strange.
- FitViewport is the same as the StretchViewport, but it will keep the aspect ratio. If the real aspect ration does not match the virtual one, black borders will appear.
How to use it:
First you need to create it:
myViewport = new StretchViewport(VIRTUAL_WIDTH, VIRTUAL_HEIGHT);
Then set the Stages Viewport:
stage = new Stage(myViewport);
In the resize method you need to update your Viewport:
myViewport.update(width, height);
Thats all.
The stage now uses the Viewport and its camera to render. You don't need to touch the camera, unless you need to move it arround.
So your errors are:
stage = new Stage(new StretchViewport(480, 320));
Which creates a new StretchViewport you don't store/use.
stage.setViewport(myviewport);
You only need to set it once, when you create the stage
You never call update(width, height) for the Viewport.

How to finish animation with libgdx

I am trying to implement a simple animation with libGDX and I am currently stuck on one thing. Lets say I have a bunch of sprites which take some time to finish. For example, around 30 sprites like this link: https://github.com/libgdx/libgdx/wiki/2D-Animation
However, before the animation completes some key is pressed. For smooth animation I want the 30 frames to be completed before I start the next set of animation, to prevent an abrupt stop.
So my question is how do I achieve it this in libGDX? My current idea is to extend the Animation class, which would keep track of how frames I have and how many have been rendered and then display the rest. Or use the isAnimationFinished(float stateTime) function (though I haven't had luck using that).
The examples I have seen like superjumper have very few animations and don't really change that much.
Also, is there a way to hold the list of sprites from a TextureAtlas.createSprites method and use those with the Animation class? If not, whats the purpose of providing this function?
Thanks
You can use
animation.isAnimationFinished(stateTime);
To see if your animation is finished.
For the sprites : personnaly I use TextureRegion from a TextureAtlas and I store them in an array for my animation
I create a class AnimatedImage that extends Image to automate spriting in Image. My code will be like this:
public class AnimatedImage extends Image{
private Array<Array<Sprite>> spriteCollection;
private TextureRegionDrawable drawableSprite;
private Animation _animation;
private boolean isLooping;
private float stateTime;
private float currentTime;
public AnimatedImage(Array<Array<Sprite>> _sprites, float animTime, boolean _looping){
// set the first sprite as the initial drawable
super(_sprites.first().first());
spriteCollection = _sprites;
// set first collection of sprite to be the animation
stateTime = animTime;
currentTime = 0;
_animation = new Animation(stateTime, spriteCollection.first());
// set if the anmation needs looping
isLooping = _looping;
drawableSprite = new TextureRegionDrawable(_animation.getKeyFrame(currentTime));
this.setDrawable(drawableSprite);
}
public void update(float delta){
currentTime += delta;
TextureRegion currentSprite = _animation.getKeyFrame(currentTime, isLooping);
drawableSprite.setRegion(currentSprite);
}
public void changeToSequence(int seq){
// reset current animation time
resetTime();
_animation = new Animation(stateTime, spriteCollection.get(seq));
}
public void changeToSequence(float newseqTime, int seq){
_animation = new Animation(newseqTime, spriteCollection.get(seq));
}
public void setRepeated(boolean _repeat){
isLooping = _repeat;
}
public boolean isAnimationFinished(){
return _animation.isAnimationFinished(currentTime);
}
public void resetTime(){
currentTime = 0;
}
}
changetosequence method will make new Animation that will be used to update the current TextureRegionDrawable at the update method. resetTime will reset the total time for the animation when you call changeToSequence. You could add the event listener to call changeToSequence method.
Here is the example:
private AnimatedImage _img;
then I add the InputListener like this:
_img.addListener(new InputListener(){
#Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button){
_img.changeToSequence(1);
return true;
}
});
Hope it helps.
Use tween engine for this kind of animation. Its well documented and libgdx supports it .. Google about it , and you can find bunch of examples using libgdx .. Hope it will help you !!