I am trying to add text for debugging purposes in my program. I call the players debugDraw method like so in the main class:
public void create () {
//Initialize essentials
cam = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.setToOrtho(false);
rend = new ShapeRenderer();
rend.setAutoShapeType(true);
batch = new SpriteBatch();
// Initialize Entities
player = new Player(new Vector2(100, 100), new Vector2(100,100));
enemy = new Enemy(new Vector2(100, 100), new Vector2(100,10));
}
#Override
public void render () {
//Update player
player.update();
//Update camera then set matrix of batch
cam.update();
batch.setTransformMatrix(cam.combined);
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
// ShapeRenderer begin
rend.begin();
player.render(rend);
enemy.render(rend);
rend.end();
// ShapeRenderer end
// SpriteBatch begin
batch.begin();
player.renderDebugText(batch);
batch.end();
// SpriteBatch end
}
Here is the entity class which is the parent class to player:
public Entity(Vector2 coords, Vector2 dims){
//Assign constructors
position = coords;
dim = dims;
//For debugging purposes of all entities
debugText = new BitmapFont();
debugText.setColor(Color.WHITE);
}
public void renderDebugText(SpriteBatch batch){
debugText.draw(batch, "Vel.x: " + vel.x, 100, 100);
}
However when I run the program, I just get my normal screen with no text at all. I can't seem to figure out why this isn't working. Any help is extremely appreciated.
Nothing immediately looks wrong with the code you posted, so here's a few ideas;
The default BitmapFont is 15pt, if this is drawn at 15px height then it could be very small if you force your game to a high resolution, like Full-HD. My current project is Full-HD and the font I use looks just about right at 45px, so you could try scaling yours by a factor of 3 or 4. E.g. use this after initialising your font;
bitmapFont.getData().setScale(3);
Your Camera should also have the virtual/viewport dimensions, so if you are forcing a particular resolution then you should pass in your virtual dimensions instead.
As #Tenfour04 has suggested, you should try to avoid multiple instances of the same font, so instead of initialising your font in the Entity class, initialise it in your main game and pass it through the Entity constructor. I can't see how this would fix your issue though as this would be purely for performance.
I made a very simple mistake, but from how much code I posted, it is easily missed. On the line where I put
batch.setTransformMatrix(cam.combined);
it should be replaced with
batch.setProjectionMatrix(cam.combined);
Then all errors go away, sorry, I don't know why it took me so long to figure out. Thanks for all the help!
Related
I'm trying to learn the 3D side of LibGDX, and I've came to a problem. I want to draw a line from 0, 0, -5 to 0, 0, 5. I've tried a few things to make this work.
First I looked to see if I could create a line as a Model. As far as I can see, I can't do this.
What I then realised is that theoretically I can draw a line using a ShapeRenderer. Here's my code to try to do this.
public class Main implements ApplicationListener {
...
public ShapeRenderer srend;
...
#Override
public void create() {
...
srend = new ShapeRenderer();
srend.setColor(Color.RED);
...
}
#Override
public void render() {
...
srend.begin(ShapeType.Line);
srend.line(0, 0, -5, 0, 0, 5);
srend.end();
...
}
...
}
But for some reason this doesn't appear to work. I use ShapeRenderers a lot, but it's possible that I'm making a mistake initializing or using it, I don't think that's the problem though.
I've only just started using the 3D part of LibGDX, so I assume the problem is around where I'm drawing the actual line.
Model Builder works well for me.
ModelBuilder modelBuilder = new ModelBuilder();
modelBuilder.begin();
MeshPartBuilder builder = modelBuilder.part("line", 1, 3, new Material());
builder.setColor(Color.RED);
builder.line(0.0f, 0.0f, -5.0f, 0.0f, 0.0f, 5.0f);
lineModel = modelBuilder.end();
lineInstance = new ModelInstance(lineModel);
You need to set camera matrix before rendering:
#Override
public void create() {
...
srend = new ShapeRenderer();
srend.setProjectionMatrix(new Matrix4())
srend.setColor(Color.RED);
...
}
I don't know why, but this helps. Matrix4() is just identity matrix. With identity camera matrix right side of the screen has coordinate 1, left -1. So if coordinates inside cube -1..1, you should see them.
In real code (for example, for drawing gizmos in 3d world) you can set matrix from PerspectiveCamera:
shapeRenderer.setProjectionMatrix(camera.combined)
Good night friends.
I'm having trouble drawing a fixed point on the screen when the screen is rotated. I used the method "rotateAround" from the position of the player.
It seems to me. I have to rotate this fixed point also from the position of the player. I use this stretch learned here in stackoverflow.
public void rotate(Vector3 position, Vector3 centerPoint){
this.cosTemp = MathUtils.cosDeg(this.anguloAtual);
this.senTemp = MathUtils.sinDeg(this.anguloAtual);
this.xTemp = centerPoint.x + ((position.x - centerPoint.x) * this.cosTemp) - ((position.y - centerPoint.y) * this.senTemp);
this.yTemp = centerPoint.y + ((position.y - centerPoint.y) * this.cosTemp) + ((position.x - centerPoint.x) * this.senTemp);
position.set(this.xTemp, this.yTemp, 0);
}
In the drawing that the player on the screen. I used the position of the player, then called "camera.project" then the method "rotate". The fixed point appears, however it is not exactly fixed.
I used the example of a fixed point slightly ahead of the player.
public void meDesenhar(SpriteBatch spriteBatch) {
spriteBatch.begin();
this.spritePlayer.setPosition(this.positionPlayer.x - (this.spritePlayer.getWidth() / 2),
this.positionPlayer.y - this.spritePlayer.getHeight() / 2);
this.spritePlayer.draw(spriteBatch);
spriteBatch.end();
originPosition.set(positionPlayer, 0);
fixedPosition.set(positionPlayer.x, positionPlayer.y + 10, 0);
cameraTemp.project(fixedPosition);
cameraTemp.project(originPosition);
cameraManagerTemp.rotate(fixedPosition, originPosition);
Debugagem.drawPointInScreen(Color.BLUE, fixedPosition);
}
My questions:
1 - I am doing something wrong, or just it is a result of rounding? I realized when debugging. The position of the player changed a little every rotation after the "camera.project". Example position (540, 320) turned (539.99, 320.013)
2 - I tried using and enjoying the SpriteBatch the draw method to perform the rotation however, could not make the rotation from the player. I would arrive at the same result.
3 - Can I use two cameras? Each camera would be a layer. A camera at the map and the player would be. The other for fixed point. It's viable? I could not find any example that works with more than one camera at the same time. Anyone know any examples please. I'm not talking about huds or cameras to stage.
Video follows.
https://www.youtube.com/watch?v=1Vg8haN5ULE
Thank you.
It can be result of rounding because its moving a pixel.
You can calculate rotation from the player but its not necessary.
Of course you can use multiple cameras in your game and you should also in this case.
Its few screenshot from my old projects that i used multiple cameras
As you can see you can even use different type of cameras like ortho and perspective both 2D and 3D.
Just create new camera like first one and change projection matrix
camrotate = new OrthographicCamera(540, 960);
//...
camfixed = new OrthographicCamera(540, 960);
//...
And in render method
batch.setProjectionMatrix(camrotate.combined);
batch.begin();
//draw in camrotate now
//...
//...
batch.end();
batch.setProjectionMatrix(camfixed.combined);
batch.begin();
//draw fixed elements now
//...
//...
batch.end();
//add one more camera if you need
Edit:
Change projection matrix outside of batch.begin()/end() otherwise the current batch will flushed.
The basic question here is: how to ALWAYS keep your sprites within the Fitviewport? How to keep a reference to the view in order to have the proper coordinates as to where to draw?
I'm trying to spawn enemies into the gameplay screen. But this is handled by a FitViewport, and enemies and even the player can move outside the FitViewport on certain screen resolutions. So far the problem seems to be in the Y axis.
The FitViewport is made like this:
gameCamera = new OrthographicCamera();
gameCamera.setToOrtho(false);
gameViewport = new FitViewport(MyGame.WORLD_WIDTH,MyGame.WORLD_HEIGHT,gameCamera);
gameViewport.setScreenBounds(0,0,MyGame.WORLD_WIDTH,MyGame.WORLD_HEIGHT);
Then the camera position gets updated like this at the resize() method:
gameViewport.update(width,height); //not used when using the virtual viewport in the render method.
gameCamera.position.set(player.position.x + 200,player.position.y, 0);
Then the update() method calls the Player's own update() method which includes these lines:
//POSITION UPDATE
if (this.position.x<0) this.position.x=0;
if (this.position.x>Gdx.graphics.getWidth() - width) this.position.x= Gdx.graphics.getWidth() - width;
if (this.position.y<0) this.position.y = 0;
if (this.position.y>PlayScreen.gameViewport.getScreenHeight() - height) this.position.y = PlayScreen.gameViewport.getScreenHeight()- height;
Notice for the X axis I'm still using Gdx.graphics dimensions because I'm yet to make it work with PlayScreen.gameViewport.getScreenHeight() (gameViewport has been set to static for this purpose).
Also on enemy spawn (the problem related here is that they spawn outside of the screen Y in terms of what I see) I have this code inside the update() method of the Screen implementing all these viewports:
//Alien Spawn
if (System.currentTimeMillis() - lastZSpawn >= SpawnTimer){
count++;
lastZSpawn= System.currentTimeMillis();
for (int i=0;i<count;i++){
int x = Gdx.graphics.getWidth();
int y = random.nextInt((int)gameViewport.getScreenHeight() - Alien.height);
if (entities.size()<6){
entities.add(new Alien(new Vector2(x,y),1, alienImages,(float)((0))));
}
}
}
Also using gameViewport.getScreenHeight() here cause Gdx.graphics wasnt giving the correct result (it gave me the same issue really).
The render() method is correctly implemented in terms of the batch and applying the viewport:
MyGame.batch.setProjectionMatrix(gameCamera.combined);
gameViewport.apply();
MyGame.batch.begin();
for (int i = entities.size()-1; i>=0;i--){
entities.get(i).render();
}
You should never change the position of your player or enemies when resizing, that's why a viewport is for, remove all the code that do that first, to make your viewport work as you expected you need to create a new instance of camera passing the new viewport width and height when you resize, i prefer to make my camera static so i can acess its atribbutes from everywhere i want, you should do something like this:
public static OrthographicCamera update(int width,int height){
instance = new OrthographicCamera(width, height);
instance.setToOrtho(false);
return instance;
}
The answer to my problem is posted by myself in another question of mine which was also driven by a confusion in the implementation of FitViewports and using WorldWidth and WorldHeight properties as coordinates of reference when drawing objects into the game, and also correctly setting the camera position taking these values into consideration aswell.
The answer is here even though its text and not code and its mainly what i already wrote in this very post. FitViewport doesnt scale properly Libgdx
I'm creating a simple game for Android using libgdx. I've come to the issue of having different screen sizes for different devices yet haven't found any concreted documentation on how to deal with this problem.
I think I'm supposed to use an OrthographicCamera? An example of code I have so far is:
private OrthographicCamera camera;
public void create() {
batch = new SpriteBatch();
texture = new Texture(Gdx.files.internal("data/cube.png"));
texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
camera = new OrthographicCamera(1280, 720);
sprite = new Sprite(texture);
sprite.setOrigin(0, 0);
sprite.setPosition(1280/2, 600);
}
public void render() {
Gdx.gl.glClearColor(0.204f, 0.255f, 0.255f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined);
batch.begin();
sprite.draw(batch);
batch.end();
}
Am I going along the right lines? I don't have any other devices to test on and my emulators are causing me issues.
In case you didn't already do so, you should upgrade your LibGDX version to the latest release which is 1.0.0. In this version the socalled Viewport has been introduced.
You can find some screenshots and code snippets and everything you need to know here.
Basically you will have to decide for a certain strategy (your question sounds like you are interesting in either ScreenViewport or StretchViewport) and then let that manage your camera.
What I use in my libGDX projects is to override the resize method and set the OrthographicCamera to the size of the screen as follows, using the built in method called setToOrtho(boolean yDown) which sets camera centered on the current size which a parameter if you want the y-Axis pointing down or not:
#Override
public void resize(int width, int height){
camera.setToOrtho(false);
}
This, however will not change the size of your textures if you want to rescale your textures as well then I would recommend rather than setting them to an absolute size e.g 15 pixels try setting them to a percentage of the screen size.
Or, another, sometimes more effective method is to work out the correct sizes at a certain size e.g 800 x 480 then work out the percentage increase in width and apply that to your sprites E.g:
#Override
public void resize(int width, int height){
super.resize(width, height);
camera.setToOrtho(false);
//The following is if the sprites are normally correct scaled
//for a screen size of 800 x 480, change to whatever you need
//They should both be floats and class variables
widthChange = width / 800;
heightChange = height / 480;
}
public void render() {
Gdx.gl.glClearColor(0.204f, 0.255f, 0.255f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined);
batch.begin();
//Rather than using sprite.draw(batch), use:
batch.draw(sprite, sprite.x * widthChange, sprite.y * heightChange, sprite.width * widthChange, sprite.height * heightChange);
batch.end();
}
i am currently going through some tutorials on android development and libgdx/scene2d atm but got stuck on the touchevents:
For starters i am implementing a board game. By now i managed to draw the board and some meeples (player tokens) as well as adjust their position to the correct coordinates. When i started using libgdx i also successfully implemented a first test to see if the touchinput is working. The test looked something like this:
if(Gdx.input.isTouched()){
touchPos.set(Gdx.input.getX(), Gdx.input.getY(), 0);
camera.unproject(touchPos);
stone.x=touchPos.x - stone.width/2;
stone.y=touchPos.y - stone.height/2;
By now i rearranged my code to use scene2d because of some very convenient features. However it seems like i can't manage to get touchevents to work with scene2d despite i followed some rather simple tutorials. Since some of them reference some recent major changes to scene2d, i wondered if those tutorials might be outdated and hope you guys can help me fix my problem :) I will try and only paste the relevant parts of my code in here to present a minimal example of my non-working code.
Of course i am also glad about any hints on how to "improve" my code in general since i am still learning and probably break some conventions here ^^
Lets start with my actor-class:
//deleted: imports
public class Player extends Actor{
private int xval; //x Position of the Player on the board
private int yval; //y Position of the Player on the board
private Color color;
private TextureRegion playerTexture;
//deleted: some variables that are unimportant for touchevents
public Player(int x, int y, TextureRegion texture){
//initializing some Variables with default values
this.xval = x;
this.yval = y;
color = new Color(1,1,1,1);
playerTexture = texture;
this.setTouchable(Touchable.enabled); //this should be set by default, but i added it just to be sure.
//setBounds seems to be necessary in addition to the "touchable" flag to be able to "grab" or "touch" Actors.
//getX and getY are methods of the actor class which i do not overwrite. I use distinct getters and setters to modify the Variables xval and yval.
setBounds(getX(), getY(), playerTexture.getRegionWidth(), playerTexture.getRegionHeight());
//now i implement the InputListener. This doesnt seem to get called, since the "touch started" message doesn't appear in LogCat.
//In Theory the testevent should move the meeple one space to the right.
//To do that i call event.getTarget() which returns the actor of which the TouchDown is called. I then cast it to my Actor class (Player) and set xval to xval+1.
this.addListener(new InputListener(){
public boolean touchDown(InputEvent event, float x, float y, int pointer, int buttons){
Gdx.app.log("Example", "touch started at (" + x + ", " + y + ")");
((Player)event.getTarget()).setXf(((Player)event.getTarget()).getXf()+1);
return true;
}
});
}
//This is my draw method, which just sets the color of my meeple and then draws it to its current position.
public void draw(Batch batch, float alpha){
batch.setColor(color);
batch.draw(playerTexture, getX(), getY());
}
//deleted: several getters and setters
}
So if i got it right, the gdx inputProcessor is managing all inputs. If i set the Gdx InputProcessor to the stage which contains the actors, it will in case of an event (for example a touchDown) call the inputProcessors of all actors on the stage. Thus since i just added one to my class which includes a touchDown, this should handle the touchDown event in the case that the actor is actually touched. The hitbox to verify that is set by the statement "setBounds" in my Player class.
I implemented this in my ApplicationListener class:
//deleted: imports
public class QuoridorApplicationListener implements ApplicationListener{
Stage stage;
OrthographicCamera camera;
//deleted: several variable declarations.
//deleted: constructor - this only fills some of my variables with values depending on game settings.
#Override
public void create() {
//set stage - since "stage = new Stage(800,400,false)" doesn't seem to work anymore, i did set up a viewport manually. If you got suggestions how to this straightforward, please leave a note :)
Gdx.app.log("Tag", "game started");
camera = new OrthographicCamera();
camera.setToOrtho(false, 800, 480);
Viewport viewport = new Viewport() {};
viewport.setCamera(camera);
stage = new Stage(viewport);
Gdx.input.setInputProcessor(stage); //like i described above, this should forward incoming touchevents to the actors on the stage.
//deleted: setting textures, music, setting up the board (the boardtiles are actors which are added to the stage)
//deleted: setting TextureRegion, player colors, player positions and player attributes.
for (int i = 0; i < playercount; i++){
stage.addActor(players[i]);
}
}
//deleted: dispose(), pause(), resume(), resize() methods.
#Override
public void render() {
camera.update();
for (int i=0; i< playercount; i++){
players[i].setX(/*Formula to determine x-coordinates from Player.xval*/);
players[i].setY(/*Formula to determine x-coordinates from Player.yval*/);
}
stage.act(Gdx.graphics.getDeltaTime());
stage.draw();
}
}
I can't figure out what i am missing to get the touchevents working. So i hope you can help me :) Thanks a lot in advance!
I think your problem originates from your manual creation of a Viewport object, which handles the unprojecting internally.
Instead of
stage = new Stage(800,400,false);
you should use
stage = new Stage();
To resize the the viewport to the correct size once a resize event occurs you need to call
stage.getViewport().update( newWidth, newHeight )
in your ApplicationListener's resize method.