I have an issue in LibGDX where when i call upon Gdx.input.getY(), it selects a pixel that's on the other side of the application relative to the center of the screen.
public class Main extends ApplicationAdapter {
private SpriteBatch batch;
private Texture img;
private OrthographicCamera camera;
int xPos;
int yPos;
private Vector3 tp = new Vector3();
BitmapFont font;
#Override
public void create () {
batch = new SpriteBatch();
img = new Texture("crosshair.png");
camera = new OrthographicCamera();
camera.setToOrtho(false, 1280, 720);
font = new BitmapFont();
}
#Override
public void render () {
yPos = Gdx.input.getY();
xPos = Gdx.input.getX();
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.unproject(tp.set(xPos, yPos, 0));
batch.begin();
font.draw(batch,xPos + " , " + yPos, Gdx.input.getX() - 25, Gdx.input.getY() - 5);
batch.draw(img, xPos, yPos);
batch.end();
}
#Override
public void dispose () {
batch.dispose();
img.dispose();
}
Subtracting the viewport height with the touch location won't work, because that would be subtracting world coordinates with touch coordinates. (and even for a pixel perfect projection it would be height - 1 - y). Instead use the unproject method to convert touch coordinates to world coordinates.
There are two problems with your code:
You are never setting the batch projection matrix.
Even though you are using the unproject method, you are never using its result.
So instead use the following:
#Override
public void render () {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined);
batch.begin();
camera.unproject(tp.set(Gdx.input.getX(), Gdx.input.getY(), 0));
font.draw(batch,tp.x+ " , " + tp.y, tp.x - 25, tp.y - 5);
batch.draw(img, tp.x, tp.y);
batch.end();
}
I would suggest to read the following pages, which describe this and the reasoning behind it in detail:
https://github.com/libgdx/libgdx/wiki/Coordinate-systems
https://xoppa.github.io/blog/pixels/
https://github.com/libgdx/libgdx/wiki/Viewports
It's better to try this
yPos = camera.viewportHeight - Gdx.input.getY();
Related
My goal is to draw all my visuals to a framebuffer which has a size that matches 1 by 1 with my pixel art assets. And then output the framebuffer texture to the current screen size. (A common solution for scaling pixel art).
The problem I am having while trying to achieve this is 2-fold
The frameBuffer texture is drawn too small. I expect the texture to match the whole window.
resizing the screen further distorts the proportions and position. I expect the frameBuffer texture to keep filling the screen after resizing it.
This is my trimmed down code.
public class BattleScreen extends GameScreen {
public static final int VISIBLE_WIDTH = 21;
public static final int VISIBLE_HEIGHT = 21;
private static OrthographicCamera mapCamera = null;
private SpriteBatch spriteBatch;
private OrthographicCamera hudCamera;
private Hud hud;
private EntityStage entityStage;
private FrameBuffer fbo;
private void initializeVariables(UnitOwner enemy, MapManager mapMgr) {
mapCamera = new OrthographicCamera();
mapCamera.setToOrtho(false, VISIBLE_WIDTH, VISIBLE_HEIGHT);
fbo = new FrameBuffer(Pixmap.Format.RGBA8888, 672, 672, false);
spriteBatch = new SpriteBatch(900);
entityStage = new EntityStage();
hudCamera = new OrthographicCamera();
hudCamera.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
}
#Override
public void show() {
resize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
mapCamera.position.set(currentMap.getMapWidth() * 0.5f, currentMap.getMapHeight() * 0.5f, 0f);
mapRenderer = new OrthogonalTiledMapRenderer(mapMgr.getCurrentTiledMap(), Map.UNIT_SCALE, spriteBatch);
mapRenderer.setView(mapCamera);
final FitViewport vp = new FitViewport(VISIBLE_WIDTH, VISIBLE_HEIGHT, mapCamera);
currentMap.getTiledMapStage().setViewport(vp);
entityStage.setViewport(vp);
}
private void update(final float delta) {
mapCamera.position.x = Utility.clamp(mapCamera.position.x, currentMap.getTilemapWidthInTiles() - (mapCamera.viewportWidth * 0.5f), 0 + (mapCamera.viewportWidth * 0.5f));
mapCamera.position.y = Utility.clamp(mapCamera.position.y, currentMap.getTilemapHeightInTiles() - (mapCamera.viewportHeight * 0.5f), 0 + (mapCamera.viewportHeight * 0.5f));
mapCamera.update();
hudCamera.update();
}
private void renderElements(final float delta) {
Gdx.gl.glClearColor(0, 0, 0, 0);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
fbo.begin();
Gdx.gl.glClearColor(0, 0, 0, 0);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
renderMap();
renderUnits();
renderHUD(delta);
fbo.end();
spriteBatch.begin();
Texture texture = fbo.getColorBufferTexture();
TextureRegion textureRegion = new TextureRegion(texture);
textureRegion.flip(false, true);
spriteBatch.draw(textureRegion, 0, 0, fbo.getWidth(), fbo.getHeight());
spriteBatch.end();
}
private void renderMap() {
spriteBatch.setProjectionMatrix(mapCamera.combined);
mapRenderer.setView(mapCamera);
currentMap.getTiledMapStage().getViewport().apply();
mapRenderer.render();
}
private void renderUnits() {
spriteBatch.begin();
entityStage.getViewport().apply();
for (Entity unit : units) {
final Color temp = spriteBatch.getColor();
spriteBatch.setColor(new Color(temp.r, temp.g, temp.b, unit.getEntityactor().getColor().a));
spriteBatch.draw(getFrame(), getEntityactor().getX(), unit.getEntityactor().getY(), 1.0f, 1.0f);
spriteBatch.setColor(temp);
}
}
private void renderHUD(final float delta) {
spriteBatch.setProjectionMatrix(hud.getStage().getCamera().combined);
hud.getStage().getViewport().apply();
hud.render(delta);
}
#Override
public void resize(final int width, final int height) {
currentMap.getTiledMapStage().getViewport().update(width, height, false);
entityStage.getViewport().update(width, height, false);
hud.resize(width, height);
pauseMenu.resize(width, height);
}
}
What I tried is changing the width and height on this line in the render method
spriteBatch.draw(textureRegion, 0, 0, 1000, 1000);
And then it does fill up the whole screen nicely
Which is weird because the screen is 672 x 672 in size.
Fixed problem 1 with the following adaptation
mapCamera.setToOrtho(false, fbo.getWidth(), fbo.getHeight()); //adapt camera to fbo
mapCamera.update();
spriteBatch.setProjectionMatrix(mapCamera.combined);
spriteBatch.draw(textureRegion, 0, 0, fbo.getWidth(), fbo.getHeight());
spriteBatch.end();
mapCamera.setToOrtho(false, VISIBLE_WIDTH, VISIBLE_HEIGHT); //reset camera
mapCamera.update();
The spriteBatch is being reused for the map, the entities and the ui for efficiency. So I had to configure it to project the buffer texture on the screen
I have a problem with my TouchListener on a Libgdx game.
On my Gamerenderer I have this:
private OrthographicCamera camera;
private Vector3 input;
private Array<Objects> objects;
private SpriteBatch batch;
//In Constructor
camera = new OrthographicCamera();
camera.setToOrtho(false, Configuration.screenWidth, Configuration.screenHeight);
batch = new SpriteBatch();
batch.setProjectionMatrix(camera.combined);
objects = myGame.Objects();
input = new Vector3(0, 0, 0);
//My Renderer
public void render(float runtime){
Gdx.app.log("GameRenderer: ", "Render()");
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
input.x = Gdx.input.getX();
input.y = Gdx.input.getY();
camera.unproject(input);
batch.begin();
for (Objects object:objects) {
object.getFont().draw(batch,object.getGlyphLayout(),object.getX(),object.getY());
object.getRec().set(object.getX(),object.getY(),object.getGlyphLayout().width,object.getGlyphLayout().height);
if(Gdx.input.isTouched()){
Gdx.app.log("Clicked", "Touched");
if(object.getRec().contains(input.x, input.y)) {
Gdx.app.log("Clicked", "Great");
}
else {
Gdx.app.log("Clicked", "Noooooooooooo");
}
}
}
}
batch.end();
}
When I run my game it's working fine except the touchlistener sometimes work fine but after several secondes from the touch.
the Gdx.app.log("Clicked", "Touched"); is fired with the touch.
but the Gdx.app.log("Clicked", "Great"); OR the Gdx.app.log("Clicked", "Noooooooooooo"); i must perform a long press until the touch is fired.
Thank You
Edit
I added a ShapeRenderer to see what exactely my objects do like that:
shapeRenderer.begin(ShapeRenderer.ShapeType.Filled);
for(Objects object:objects) {
shapeRenderer.setColor(255 / 255.0f, 0 / 255.0f, 0 / 255.0f, 1);
shapeRenderer.rect(object.getRec().x, object.getRec().y, object.getRec().width, object.getRec().height);
shapeRenderer.setColor(0 / 255.0f, 0 / 255.0f, 255 / 255.0f, 1);
shapeRenderer.rect(object.getX(), object.getY(), object.getGlyphLayout().width, object.getGlyphLayout().height);
}
shapeRenderer.end();
Then I have this result:
The Black Rectangle is the object and the Blue one is the ShapeRenderer of the object on top of ShapeRenderer of object's Rectangle.
Now when I click on the object it don't fire the click, but when I click on the ShapeRenderer it fire it.
Check this solution :
#Override
public void create() {
// Codes
Gdx.input.setInputProcessor(new InputAdapter () {
#Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
// Insert your code
return true;
}
}
);
//Codes
}
Putting Gdx.input.isTouched() inside the loop is not a good idea.
Finnaly I solved it, just in case if someone have the same problem it has been located at:
object.getRec().set(object.getX(),object.getY(),object.getGlyphLayout().width,object.getGlyphLayout().height);
I replaced object.getY()
with object.getY()-object.getGlyphLayout().height
I'm trying to make a draggable image, still can't get the result. The image jumps on the Y-axis when I click on it.
My coding attempt:
public class MyGdxGame extends ApplicationAdapter {
SpriteBatch batch;
Texture img;
Sprite sprite;
float offsetX;
float offsetY;
#Override
public void create() {
batch = new SpriteBatch();
img = new Texture("badlogic.jpg");
sprite = new Sprite(img);
sprite.setPosition(200,200);
}
#Override
public void render() {
Gdx.gl.glClearColor(1, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
sprite.draw(batch);
batch.end();
if (Gdx.input.justTouched()) {
offsetX = Gdx.input.getX() - sprite.getX();
offsetY = Gdx.input.getY() - (Gdx.graphics.getHeight() - (sprite.getY() + sprite.getHeight()));
}
if (Gdx.input.isTouched()){
sprite.setPosition(Gdx.input.getX() - offsetX, (Gdx.graphics.getHeight() - Gdx.input.getY()) - offsetY);
}
}
}
This is the result I'm getting:
How do I fix it?
offsetY = Gdx.graphics.getHeight() - Gdx.input.getY() - sprite.getY();
should work
It may be a dumb question but I need a little help / explanations. I can't manage to resize correctly my textures when I resize the window in libgdx. I want to keep the aspect of my textures or have them at least reduced on a lower screen size, like on a mobile device. Here is a sample of my code, my original window size is 600*700 I tried a lot of things but nothing works :\
Can you help me ? Thanks in advance.
public class GameScreen implements Screen {
private World world;
private int ppxX, ppxY;
private SpriteBatch batch;
private OrthographicCamera camera;
private float cameraX, cameraY;
public GameScreen(World world) {
this.world = world;
camera = new OrthographicCamera();
}
public void show() {
batch = new SpriteBatch();
}
#Override
public void render(float delta) {
world.update(delta);
updateCamera();
ppxX = Gdx.graphics.getWidth() / 600;
ppxY = Gdx.graphics.getHeight() / 700;
Gdx.gl.glClearColor(0f, 0f, 0f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined);
batch.begin();
batch.draw(world.getTexture(), 0, 0, ppxX, ppxY);
for (GameElement e : world.getListElements()) {
e.update(delta);
batch.draw(e.getTexture(), e.getPositionX()*ppxX, e.getPositionY()*ppxY, e.getWidth()*ppxX , e.getHeight()*ppxY );
}
batch.end();
}
You are on the right track, but there is couple of things you have to change.
Use ViewPorts
this.camera = new OrthographicCamera();
this.viewport = new FitViewport(WORLD_SIZE_X, WORLD_SIZE_Y, this.camera);
this.batch = new SpriteBatch();
this.batch.setProjectionMatrix(this.camera.combined);
Resize correctly.
#Override
public void resize(int width, int height) {
this.viewport.update(width, height);
}
Update the camera and render using World Units. Do not make the mistake of thinking in Screen Pixels.
public void render(float delta) {
this.camera.update();
this.batch.setProjectionMatrix(this.camera.combined);
this.batch.begin();
// draw using WORLD_SIZE
this.batch.end();
}
I created small test, with the following code, and tried doing these steps to use the hotswap functionality.
Run the program using the Debug button
Create a break point in the render function, to pause the program.
Change the value of rectangle.width
Compile the program
Let intelliJ reload the code.
But this doesn't seem to change the size of the rectangle on the screen.
public class HotSwapTest extends ApplicationAdapter {
OrthographicCamera camera;
ShapeRenderer shapeRenderer;
private static final int SCREEN_WIDTH = 800;
private static final int SCREEN_HEIGHT = 480;
Rectangle rectangle;
#Override
public void create() {
shapeRenderer = new ShapeRenderer();
camera = new OrthographicCamera();
camera.setToOrtho(false, SCREEN_WIDTH, SCREEN_HEIGHT);
rectangle = new Rectangle();
rectangle.x = SCREEN_WIDTH / 2 - 64 / 2;
rectangle.y = 20;
rectangle.width = 100;
rectangle.height = 30;
}
#Override
public void render() {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
shapeRenderer.setProjectionMatrix(camera.combined);
shapeRenderer.begin(ShapeRenderer.ShapeType.Filled);
shapeRenderer.setColor(1, 1, 0, 1);
shapeRenderer.rect(rectangle.x, rectangle.y, rectangle.width, rectangle.height);
shapeRenderer.end();
camera.update(); // only if we're moving the screen though
}
}
Realized after typing this that I should have changed the width of the rectangle in the render function. Since create function won't be run again.
The following code works properly.
public void render() {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
rectangle.width = 5; // Change this line while debugging.
rectangle.height = 10;
shapeRenderer.setProjectionMatrix(camera.combined);
shapeRenderer.begin(ShapeRenderer.ShapeType.Filled);
shapeRenderer.setColor(1, 1, 0, 1);
shapeRenderer.rect(rectangle.x, rectangle.y, rectangle.width, rectangle.height);
shapeRenderer.end();
camera.update(); // only if we're moving the screen though
}