How should I follow the directory structure and what to specify so that assetManger will use that folder for different resolution.
I have studied assetManager and ResolutionFileResolver but until now I couldn't exactly figured how to specify the folder to support different resolutions.
Update: Newer versions of Libgdx use a different strategy to resolve filenames (with directories, not files), so this answer does not apply to newer Libgdx versions after (0.9.2, I think? https://github.com/libgdx/libgdx/commit/3afcfe49c40196765033a90b4610159183dde981)
The built-in ResolutionFileResolver does not use a directory hierarchy. It uses file suffixes to match screen resolutions to assets.
Here's the code from the libGDX AssetManagerTest:
Resolution[] resolutions = { new Resolution(320, 480, ".320480"),
new Resolution(480, 800, ".480800"),
new Resolution(480, 856, ".480854") };
ResolutionFileResolver resolver = new ResolutionFileResolver(new InternalFileHandleResolver(), resolutions);
AssetManager manager = new AssetManager();
manager.setLoader(Texture.class, new TextureLoader(resolver));
...
The resolver appends one of those suffixes based on the current screen resolution. So, for example, if you look up "foo.jpg" on a 480x800 device, the file "foo.jpg.480800" will be opened.
If you want to resolve files based on directories (so "foo.jpg" would be resolved to "480x800/foo.jpg" or something like that), you can write a new resolver. Just implement FileHandleResolver. The ResolutionFileResolver.java source is probably a good place to start.
Once me too suffered from this problem but at end i got the working solution, for drawing anything using SpriteBatch or Stage in libgdx. Using orthogrphic camera we can do this.
first choose one constant resolution which is best for game. Here i have taken 1280*720(landscape).
class ScreenTest implements Screen{
final float appWidth = 1280, screenWidth = Gdx.graphics.getWidth();
final float appHeight = 720, screenHeight = Gdx.graphics.getHeight();
OrthographicCamera camera;
SpriteBatch batch;
Stage stage;
Texture img1;
Image img2;
public ScreenTest(){
camera = new OrthographicCamera();
camera.setToOrtho(false, appWidth, appHeight);
batch = new SpriteBatch();
batch.setProjectionMatrix(camera.combined);
img1 = new Texture("your_image1.png");
img2 = new Image(new Texture("your_image2.png"));
img2.setPosition(0, 0); // drawing from (0,0)
stage = new Stage(new StretchViewport(appWidth, appHeight, camera));
stage.addActor(img2);
}
#Override
public void render(float delta) {
batch.begin();
batch.draw(img, 0, 0);
batch.end();
stage.act();
stage.act(delta);
stage.draw();
// Also You can get touch input according to your Screen.
if (Gdx.input.isTouched()) {
System.out.println(" X " + Gdx.input.getX() * (appWidth / screenWidth));
System.out.println(" Y " + Gdx.input.getY() * (appHeight / screenHeight));
}
}
//
:
:
//
}
run this code in Any type of resolution it will going to adjust in that resolution without any disturbance.
If you use an OrthographicCamera you won't need to deal with different image resolutions.
Say that you have a camera with the size 400x300. Then you draw a 400x300 large image at coordinate (0,0). Then, regardless of screen resolution, the image will be scaled to fill the screen. This is really neat on Android where the screen resolution can vary a lot between different devices, and doing it like this you won't have to think about it.
Related
In LibGdx when I use the below code to render a tiled map the tiledMapRenderer.render() call leaves a flickering image in the black area after just one call (I tested this by rendering in the create method only) and I haven't been able to remove it. This flickering image becomes a problem when the window size changes.
TiledMap tiledMap;
OrthogonalTiledMapRenderer tMR;
ExtendViewport viewPort;
#Override
public void create () {
OrthographicCamera camera = new OrthographicCamera();
camera.setToOrtho(false, 512, 512);
viewPort = new ExtendViewport(512, 512, 512, 512, camera );
viewPort.update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
tiledMap = new TmxMapLoader().load("LibGdxTutorial.tmx");
tMR = new OrthogonalTiledMapRenderer(tiledMap);
}
#Override
public void render () {
viewPort.update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
tMR.setView((OrthographicCamera) viewPort.getCamera());
tMR.render();
}
This is the default window you get after pressing run
This is the window after I dragged the right side out
The map image on the right of the second photo is the full and correct one. The map image on the left is the flickering after image (it appears full because it's one frame). Any help would be appreciated, thanks.
You need to clear the screen each frame. This happens in the render method and should be used before you start drawing.
Gdx.gl.glClearColor(0f,0f,0f,1); // set the clear color
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // clear the screen with the given color.
.. draw next frame ..
How can I use interpolation in libgdx ?
Say if I have sprite and I want to manipulate its size as it begins at 0,0
and end at its full size
I have this :
SpriteBatch batch = new SpriteBatch();
Sprite star = new Sprite(new Texture("star.png"));
public void render(float delta) {
batch.begin();
batch.draw(star, 100, 100, star.getOriginX(), star.getOriginY(),
star.getWidth(), star.getHeight(), star.getScaleX(), star.getScaleY(),
star.getRotation());
batch.end;
}
With SpriteBatch: You can use Tween engine (https://github.com/libgdx/libgdx/wiki/Universal-Tween-Engine) to do the job with the numbers.
With Scene2D: You can use actors and use addAction() to animate the transformation automatically. Actions are pretty cool and support many types of interpolations.
Hi Blender & libGDX Gurus,
I am trying to load an blender animation into libGDX for an android app. So I created an animation using Blenders action editor, I exported this into .fbx format. I then ran the fbx-conv tool to create a .G3DB file. I then proceeded to upload this file into libGDX using the modelLoader.
Everything seems to work fine (I am not receiving any error messages) except that the screen is blank. I can't see any animations or the model.
I have run this code in a Samsung galaxy tablet running kitkat, nexus phone running marshmallow and an emulator, but the same result.
I went thru the tutorials and am using some of the code to upload one of my blender models. I still can't figure this out and I need help figuring this out.
Any help will be greatly appreciated.
Here is the link to the Blender file:
Animated Low-Poly Horse No Lights and no Camera
Here is my code where I am uploading the model in libGDX. I basically am using the code from the tutorials.
#Override
public void create () {
// Create camera sized to screens width/height with Field of View of 75 degrees
camera = new PerspectiveCamera(
75,
Gdx.graphics.getWidth(),
Gdx.graphics.getHeight());
// Move the camera 5 units back along the z-axis and look at the origin
camera.position.set(0f,0f,7f);
camera.lookAt(0f,0f,0f);
// Near and Far (plane) represent the minimum and maximum ranges of the camera in, um, units
camera.near = 0.1f;
camera.far = 300.0f;
camera.update();
// A ModelBatch to batch up geometry for OpenGL
modelBatch = new ModelBatch();
// Model loader needs a binary json reader to decode
UBJsonReader jsonReader = new UBJsonReader();
// Create a model loader passing in our json reader
G3dModelLoader modelLoader = new G3dModelLoader(jsonReader);
// Now load the model by name
// Note, the model (g3db file ) and textures need to be added to the assets folder of the Android proj
model = modelLoader.loadModel(Gdx.files.getFileHandle("AnimatedLowPolyHorseStageFenced_Ver5.g3db", Files.FileType.Internal));
// Now create an instance. Instance holds the positioning data, etc of an instance of your model
modelInstance = new ModelInstance(model);
//fbx-conv is supposed to perform this rotation for you... it doesnt seem to
modelInstance.transform.rotate(1, 0, 0, -90);
//move the model down a bit on the screen ( in a z-up world, down is -z ).
modelInstance.transform.translate(0, 0, -2);
// Finally we want some light, or we wont see our color. The environment gets passed in during
// the rendering process. Create one, then create an Ambient ( non-positioned, non-directional ) light.
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.8f, 0.8f, 0.8f, 1.0f));
environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f));
// You use an AnimationController to um, control animations. Each control is tied to the model instance
controller = new AnimationController(modelInstance);
// Pick the current animation by name
controller.setAnimation("Armature|ArmatureAction",1, new AnimationListener(){
#Override
public void onEnd(AnimationDesc animation) {
// this will be called when the current animation is done.
// queue up another animation called "balloon".
// Passing a negative to loop count loops forever. 1f for speed is normal speed.
//controller.queue("Armature|ArmatureAction",-1,1f,null,0f);
}
#Override
public void onLoop(AnimationDesc animation) {
// TODO Auto-generated method stub
}
});
}
#Override
public void resize(int width, int height) {
super.resize(width, height);
}
#Override
public void render () {
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
//Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
// For some flavor, lets spin our camera around the Y axis by 1 degree each time render is called
// You need to call update on the animation controller so it will advance the animation. Pass in frame delta
controller.update(Gdx.graphics.getDeltaTime());
// Like spriteBatch, just with models! pass in the box Instance and the environment
modelBatch.begin(camera);
modelBatch.render(modelInstance, environment);
modelBatch.end();
}
When converting to G3DB with fbxconv you got a warning,
"Mesh contains vertices with zero bone weights".
Try the following steps:
- Add a a new bone to your blend
- Connect it to non-animated (or all) vertices
- Re-export & convert
If you still get the warning, repeat but connect the new bone to all vertices.
I know this is an old question, but i had a similar problem recently and this worked.
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.
I am beginning to write a game in LibGDX, only just beginning. I have got a basic tile map loaded, a player sprite and can move the character around and the screen (camera) scrolls around - perfect.
I have two overlayed textures in the bottom right of the screen, a left and right arrow, which are used as the joypad to control the character. I position these in relation to the players.x position, which is always fixed to the centre of the screen. Cool so far .... As below:
/////////////////////////////////////////////////////////////////
private void renderJoypad(float deltaTime)
{
batch.draw(Assets.leftJoypad, blockman.position.x-14, 1, 3, 3);
batch.draw(Assets.rightJoypad, blockman.position.x-9, 1, 3, 3);
}
I am now trying to put the player's score in the top left of the screen. The score is made of a Bitmap font, as below.
font = new BitmapFont(Gdx.files.internal("fonts/minecrafter.fnt"),Gdx.files.internal("fonts/minecrafter.png"),false);
font.setScale(0.02f);
In my render() method I cam calling some other methods to update, like the positions of the
leftJoypad etc, as in renderJoypad(). I am also calling my draw font method to update the position of the score, however, when I scroll it is all jerky, and sometimes it shows less characters than there should be.
public void drawScore(float deltaTime)
{
font.draw(batch, "00000", blockman.position.x, 10);
}
I believe that I need to place the score (and any other on screen texts, HUD etc) into a stage, but I cannot understand how to get it working with my existing code.
My show method is as follows:
public void show()
{
//load assets class to get images etc
Assets Assets = new Assets();
//start logging Framerate
Gdx.app.log( GameScreen.LOG, "Creating game" );
fpsLogger = new FPSLogger();
//set the stage - bazinga
Gdx.input.setInputProcessor(stage);
//stage.setCamera(camera);
//stage.setViewport(480, 360, false);
batch = new SpriteBatch();
//load the Joypad buttons
loadJoypad();
//background image
loadBackground();
//sounds
jumpSound = Gdx.audio.newSound(Gdx.files.internal("sounds/slime_jump.mp3"));
//LOAD block man here
// load the map, set the unit scale to 1/16 (1 unit == 16 pixels)
loadMap();
//draw the score
font = new BitmapFont(Gdx.files.internal("fonts/minecrafter.fnt"),Gdx.files.internal("fonts/minecrafter.png"),false);
font.setScale(0.02f);
// create an orthographic camera, shows us 30x20 units of the world
camera = new OrthographicCamera();
camera.setToOrtho(false, 30, 20);
camera.update();
// create the Blockman we want to move around the world
blockman = new Blockman();
blockman.position.set(25, 8);
}
and my render() method is as follows:
public void render(float delta)
{
// get the delta time
float deltaTime = Gdx.graphics.getDeltaTime();
stage.act(deltaTime);
stage.draw();
// clear the screen
Gdx.gl.glClearColor(0.3f, 0.3f, 0.3f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
renderBackground(deltaTime);
batch = renderer.getSpriteBatch();
//updateBlockman(deltaTime);
blockman.update(deltaTime);
// let the camera follow the blockMan, x-axis only
camera.position.x = blockman.position.x;
camera.update();
// set the tile map rendere view based on what the
// camera sees and render the map
renderer.setView(camera);
renderer.render();
//start the main sprite batch
batch.begin();
// render the blockMan
renderBlockman(deltaTime);
renderJoypad(deltaTime);
drawScore(deltaTime);
batch.end();
fpsLogger.log();
}
I have tried to change the way things work with relation to the Spritebatch etc and just cannot seem to get it working as I require.
Can anyone suggest how I may approach getting a stage and actors to work, or a second camera or something to help me achieve a fixed score display in the corner.
Do I need to use Scene 2D or something - aahhh! My head is exploding....
I look forward and thank you in advance.
Regards
James
I have a couple of suggestions:
Check to see if you have setUseIntegerPositions set to true
(the default) when you draw your font. If you do, and you're scaling
it, then it can cause some odd effects similar to those that you
describe. Set it to false and see if it fixes the problem.
Reset your spritebatch's matrices before drawing the text, that way you won't need to adjust it for the scrolling.
I'd even go as far as to recommend not scaling the font if you can help it, because fonts often look a little odd after being scaled.