So i created a button:
tile = new ImageButton(up,null,checked);
tile.setPosition(x, 800);
tile.setSize(118,200);
tile.addListener(new InputListener(){
#Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
return true;
}
});
Right now it changes from the up texture to the checked image every time the button is touched. But what I want is that the texture changes to checked ,only the first time the button is touched and becomes "untouchable" after. Is there any way to do this? EventListeners don't have any feature like these.
ImageButton has a method setTouchable(Touchable touchable) inherited from Actor. "Determines how touch events are distributed to this actor. Default is Touchable.enabled."
Touchable hase three enum constants:
childrenOnly: No touch input events will be received by the actor, but
children will still receive events.
disabled: No touch input events will be received by the actor or any
children.
enabled: All touch input events will be received by the actor and any
children.
On the first touch call setTouchable(Touchable.disabled) on that particular ImageButton
Use a boolean field at class level e.g.
class SomeClass{
private boolean isTileTouched = false;
}
And use that in your ClickListener
tile.addListener(new InputListener(){
#Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
if(isTileTouched) return false;
isTileTouched = true;
return true;
}
});
If you have more then one button you might consider using a Map<String,Boolean> for the tileId and the value.
Related
I am designing my own clickListener class. When i touch down on any actor registered with my clicklistener, i would like to pause all the actions on the actor, and only call it back when touch up is trigger. I tried with the following codes but it give me a total hang everytime i triggered touchUp.
public class MyClickListener extends ClickListener {
public Actor actor;
Array<Action> cachedActions;
#Override
public void touchUp(InputEvent event, float x, float y, int pointer, int button) {
super.touchUp(event, x, y, pointer, button);
actor = event.getListenerActor();
actor.addAction(btnScaleBackActions());
for(Action a: cachedActions)
{
a.reset();
a.setTarget(actor);
a.setActor(actor);
actor.addAction(a); //this line give me a total hang
}
}
#Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
if(pointer==0) // avoid further trigger on other buttons while holding the selected actor
{
actor = event.getListenerActor();
actor.setScale(0.9f);
cachedActions = actor.getActions();
actor.clearActions();
if(autoSetSound)AudioManager.playSound(AudioManager.CLICK_IN);
return super.touchDown(event, x, y, pointer, button);
}
else
{
return false;
}
}
public static Action btnScaleBackActions(){
float time = 0.1f;
return sequence(
scaleTo(1,1,time ),
scaleTo(0.95f,0.95f,time/4),
scaleTo(1,1,time/4)
);
}
}
It shows no error but only white screen. Any help?
The problem is this line:
cachedActions = actor.getActions();
You are getting a reference to the Actor's own list of actions instead of making a copy. Incidentally, on the next line (actor.clearActions();) you are clearing the list so cachedActions is empty.
Later on touch up, the actor (and cachedActions) now have the action you added (btnScaleBackActions()). You are cycling through an array, adding the same object to it forever. The iterator can never finish because you are always adding more, so it is an infinite loop.
You need to create your own list for cached actions and copy the items over.
private final Array<Action> cachedActions = new Array<Action>();
Then copy the actions, not the reference in touch down:
cachedActions.addAll(actor.getActions());
actor.clearActions();
And make sure to clear cachedActions at the end of touchUp.
I am making a game in Android Studio using LibGDX, and I am attempting to add a pause button to the top corner of the main game screen. My game has been pausing fine thus far, but I have only been pausing when a key was pressed. Now I want to add a button, and I got the button to render in the top right corner, but when I press it it only works once. The first time I press it, my game pauses fine. But every time I try and pause it after that, it doesn't work. I have used extensive log statements and debugging and have found out that after pressing it once, the Listener doesn't even detect the button being pressed at all, so I am lead to believe that is where my issue is.
This is how I create my button in my HUD class, which is the class that prints the score onscreen at all times:
TextureAtlas buttonAtlas = new TextureAtlas(Gdx.files.internal("Buttons.pack"));
Skin skin = new Skin();
skin.addRegions(buttonAtlas);
ImageButton.ImageButtonStyle style = new ImageButton.ImageButtonStyle();
style.imageUp = skin.getDrawable("PauseButton");
style.imageDown = skin.getDrawable("PauseButton");
style.imageChecked = skin.getDrawable("PauseButton");
button = new ImageButton(style);
I then added a Listener to check if the button is clicked:
button.addListener(new ClickListener()
{
#Override
public void clicked(InputEvent event, float x, float y)
{
Gdx.app.log("","Button was pressed");
pauseGame();
}
});
The method pauseGame() that is called after the Listener detects the button being clicked:
public void pauseGame()
{
Gdx.app.log("","Game should be pausing");
screen.pauseGame();
}
screen is a class called PlayScreen that is the main game screen for my game, and its pauseGame() method works perfectly. The game before you press the pause button is as follows(You can see the pause button in the top right corner, please excuse the graphics, they are simply placeholders until I make and add my own graphics):
Game before pause
In my main PlayScreen class, this is my pauseGame method:
public void pauseGame()
{
gamePaused = true;
if(music.isPlaying())
{
musicType = type.NORMAL;
music.pause();
}
else if(barrageMusic.isPlaying())
{
musicType = type.BARRAGE;
barrageMusic.pause();
}
createPauseWindow();
}
And then in my render method, I call another method called update. In this method, I update my viewport, my HUD, and create new enemies. This is the only method that stops being called when gamePaused is true. The rest of my rendering and other necessary updates still take place. I have been trying to fix this problem for a long time but no matter how many different ways I rewrite the code to pause the game or make different listeners, the pause button only works one time and then never again.
Have you ever tried with touchDown method?
It might works.
button.addListener(new ClickListener(){
#Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
pause();
event.handle();
return true;
}
});
And try to change to a global variable base, a variable that is checked inside your render method and if it is true call the pause method. That to avoid call complex actions like pause from a listener, something like this:
button.addListener(new ClickListener(){
#Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
pause = true;
event.handle();
return true;
}
});
...
public void render(){
if (pause == true){
pauseGame();
}
...
}
It simplifies your listener and let you find easily your error.
where should I implement dialog.hide to hide my dialog when the user touches the screen in libgdx, I mean outside the borders of the dialog.
I'm looking for something similar to the following in Android SDK.
dialog.setCanceledOnTouchOutside(true);
Stage has the size of your screen, so, you can add input listener on stage
stage.addListener(new InputListener(){
#Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
//you action here
stage.removeActor(dialog);
return true;
}
});
dialog must be the field of your class, of course
I'm using AndEngine and Box2d in android application.
How can I have just one event, attached to the "Game Scene", from where I can find out what is pressed, instead of putting an event on every button in "GameHud" and how to detect the hold of the buttons?
public class GameScene extends Scene{
public GameScene(){
GameHud hud = new GameHud(this,activity);
camera.setHUD(hud);
}
//catch the touch event here
}
public class GameHud extends HUD{
public GameHud(Scene scene, GameActivity activity){
Sprite leftArrow = new Sprite(75,75,leftArrowRegion,activity.getVertexBufferObjectManager())
{
#Override
public boolean onAreaTouched(TouchEvent pSceneTouchEvent,
float pTouchAreaLocalX, float pTouchAreaLocalY) {
//...
return true;
}
};
scene.registerTouchArea(this.leftArrow);
Sprite rightArrow = new Sprite(200, 75, rightArrowRegion, activity.getVertexBufferObjectManager())
{
#Override
public boolean onAreaTouched(TouchEvent pSceneTouchEvent,
float pTouchAreaLocalX, float pTouchAreaLocalY) {
//...
return true;
}
};
scene.registerTouchArea(this.rightArrow);
}
}
You can listen for touch events in the Scene with this:
setOnSceneTouchListener(new IOnSceneTouchListener() {
#Override
public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) {
// do something with the touch event
return true; // or false if not handled
}
});
However, doing it this way will require you to calculate which, if any, button was clicked based on the (x, y) coordinates of the touch event. If you feel that this is a better approach rather than registering events on each button you are more than welcome to do that, but you will be redoing a lot of the logic that is already embedded in the engine.
If it is the logic of the touch events that you want to share between buttons, you can have each registered event call the same method with an id or something to differentiate the buttons. That will allow you to centralize the action logic and not have to repeat it for each button being pressed.
If neither of these approaches are what you are looking for, feel free to leave a comment on what is missing and I'll do my best to help you achieve it.
I am building a simple game with LIBGDX, and I have come across this irritating problem.
I have a MenuScreen.java class, which looks like this:
Here's the full class on pastebin
The important part is the imageButton's inputListener:
button.addListener(new InputListener(){
#Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button){
return true;
}
#Override
public void touchUp(InputEvent event, float x, float y, int pointer, int button){
MineFinder.Log.debug("xpos: " + x + ", ypos: " + y);
game.setScreen(new GameScreen(game));
}
});
My problem is, that if this class is present (and GameScreen gets called from this) for some reason if I click to the ImageButton's position in GameScreen, it still handles the input. This is really irritating, because if a player clicks on that part of the screen the game gets reseted.
If i remove references to my MenuScreen.java file, and skip it alltogether the problem isn't present, so I am pretty sure that the problem is that the InputListener doesn't get "deleted"
Any ideas how to fix this?
Thanks!
The problem is that in your resize method. This line:
Gdx.input.setInputProcessor(stage);
sets the global input processor to be the stage. The input handling code doesn't really care about what is being rendered on the screen.
I think the easiest fix is to set the input processor in show and clear it in hide. Something like this:
#Override
public void show() {
Gdx.input.setInputProcessor(stage);
}
#Override
public void hide() {
Gdx.input.setInputProcessor(null);
}
Alternatively, you could have your callbacks check to see if the button/stage/screen they are in is active, or unregister/re-register the callbacks in show/hide, depending on how you are using your Screens.