How to resize a sprite in Libgdx? - java

I have a problem with the method sprite.setSize(float x, float y) in Libgdx. It does not affect the size or the dimensions of the sprite. They remains fixed whatever I pass to the setSize() method.
here is my code:
public class GameScreen implements Screen {
OrthographicCamera camera;
SpriteBatch batch;
Texture carTexture;
Sprite carSprite;
public GameScreen()
{
}
#Override
public void render(float delta) {
// TODO Auto-generated method stub
Gdx.gl.glClearColor(0,0,0,0);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
batch.begin();
carSprite.setSize(16, 32);
batch.draw(carSprite, 0 , 0);
batch.end();
camera.update();
}
#Override
public void resize(int width, int height) {
// TODO Auto-generated method stub
camera.viewportWidth=width;
camera.viewportHeight=height;
camera.update();
}
#Override
public void show() {
// TODO Auto-generated method stub
camera = new OrthographicCamera();
batch = new SpriteBatch();
carTexture = new Texture(Gdx.files.internal("NetRace.png"));
carTexture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
carSprite = new Sprite(carTexture);
}
#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
}
}
could you please find my mistake?

The problem was solved.
I had to use sprite.draw(batch); instead of using Batch.draw(Sprite sp, float x, float y); since the Batch.draw(...) method takes the texture from the passed sprite and uses the texture in the drawing process which has a fixed width and a fixed height.
Another way to solve this problem is to use the batch.draw(Sprite, float x, float y, float width, float height); method in the SpriteBatch class.

Related

Libgdx/ Java cameras for multiple players?

I am trying to make a little multiplayer rpg game.
It all worked fine, until I implemented cameras for each player.
Now I got the problem, that if one player joines, he can't walk alone. It seems that he is stuck on the Client players cam. I have created a camera for each of them. Did I miss something?
Here's my "Main" class
public class LauncherScreen implements Screen{
//-----------------------------------------------------------
//-----------------idle Animation----------------------------
//-----------------------------------------------------------
Texture texture;
AnimatedSprite animationForMultiplayer;
SpriteBatch spriteBatch;
Player mySelf;
OrthographicCamera playerCam;
OrthographicCamera mpPlayerCam;
static Client client = new Client();
Launcher launcher = new Launcher();
#Override
public void render(float delta) {
// TODO Auto-generated method stub
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
launcher.update();
for(MPPlayer mpPlayer : launcher.getPlayersValue()){
//System.out.println("mpPlayerXandY : "+mpPlayer.state);
animationForMultiplayer.setState(mpPlayer.state);
animationForMultiplayer.createAnimation();
mpPlayerCam.update();
spriteBatch.setProjectionMatrix(mpPlayerCam.combined);
spriteBatch.begin();
spriteBatch.draw(animationForMultiplayer.convertAnimationTOframes(), mpPlayer.x, mpPlayer.y,Gdx.graphics.getWidth()/25,Gdx.graphics.getHeight()/15); // #6
spriteBatch.end();
mpPlayerCam.position.set(mpPlayer.x,mpPlayer.y,0);
System.out.println("mpPlayer : "+mpPlayer.x+" "+mpPlayer.y);
}
mySelf.update();
mySelf.draw(launcher.getPlayerX(), launcher.getPlayerY(), playerCam);
//System.out.println(Gdx.graphics.getFramesPerSecond());
System.out.println("player : "+launcher.getPlayerX()+" "+launcher.getPlayerY());
}
#Override
public void pause() {
// TODO Auto-generated method stub
//super.pause();
}
#Override
public void resume() {
// TODO Auto-generated method stub
//super.resume();
}
#Override
public void dispose() {
// TODO Auto-generated method stub
//super.dispose();
}
#Override
public void show() {
// TODO Auto-generated method stub
texture = new Texture(Gdx.files.internal("EnemyAnimations/BugIdleStand.png"));
animationForMultiplayer = new AnimatedSprite();
spriteBatch = new SpriteBatch();
mySelf = new Player();
mySelf.doSetup();
playerCam = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
playerCam.setToOrtho(false);
playerCam.position.set(mySelf.getX(), mySelf.getY(), 0);
mpPlayerCam = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
mpPlayerCam.setToOrtho(false);
mpPlayerCam.position.set(0, 0, 0);
}
#Override
public void resize(int width, int height) {
// TODO Auto-generated method stub
}
#Override
public void hide() {
// TODO Auto-generated method stub
}
}
And here's the "Main" player update
public void draw(float f, float g, OrthographicCamera camera){
position.x = f;
position.y = g;
//System.out.println("In beforeSetState : "+currentState);
animatedSprite.setState(state);
//System.out.println("In after : "+currentState);
animatedSprite.createAnimation();
camera.position.set(f,g,0);
camera.update();
batch.setProjectionMatrix(camera.combined);
batch.begin();
batch.draw(animatedSprite.convertAnimationTOframes(),f,g, Gdx.graphics.getWidth()/25,Gdx.graphics.getHeight()/15); // #17
batch.end();
//batch.setProjectionMatrix(null);
//System.out.println(currentState);
}
Found a solution for it, didnt knew that it was so easy ^^ heres my updated code
public class LauncherScreen implements Screen{
//-----------------------------------------------------------
//-----------------idle Animation----------------------------
//-----------------------------------------------------------
Texture texture;
AnimatedSprite animationForMultiplayer;
SpriteBatch spriteBatch;
Player mySelf;
OrthographicCamera playerCam;
OrthographicCamera mpPlayerCam;
OrthographicCamera camera;
ShapeRenderer shapeRenderer;
static Client client = new Client();
Launcher launcher = new Launcher();
int[][] map = {{1,1,1,1,1,1,1,1,1,1},
{1,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,1},
{1,1,1,1,1,1,1,1,1,1}};
#Override
public void render(float delta) {
// TODO Auto-generated method stub
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
launcher.update();
for(int i = 0; i < map.length; i++){
for(int j = 0; j < map[0].length; j++){
if(map[i][j] == 1){
shapeRenderer.setProjectionMatrix(camera.combined);
shapeRenderer.begin(ShapeType.Line);
shapeRenderer.setColor(0, 0, 0, 0);
shapeRenderer.rect(i*50, j*50, 50, 50);
shapeRenderer.end();
}
}
}
for(MPPlayer mpPlayer : launcher.getPlayersValue()){
//System.out.println("mpPlayerXandY : "+mpPlayer.state);
animationForMultiplayer.setState(mpPlayer.state);
animationForMultiplayer.createAnimation();
//mpPlayerCam.update();
//spriteBatch.setProjectionMatrix(mpPlayerCam.combined);
camera.position.set(mpPlayer.x,mpPlayer.y,0);
spriteBatch.setProjectionMatrix(camera.combined);
spriteBatch.begin();
spriteBatch.draw(animationForMultiplayer.convertAnimationTOframes(), mpPlayer.x, mpPlayer.y,Gdx.graphics.getWidth()/25,Gdx.graphics.getHeight()/15); // #6
spriteBatch.end();
//mpPlayerCam.position.set(mpPlayer.x,mpPlayer.y,0);
System.out.println("mpPlayer : "+mpPlayer.x+" "+mpPlayer.y);
}
mySelf.update();
mySelf.draw(launcher.getPlayerX(), launcher.getPlayerY(), camera);
//System.out.println(Gdx.graphics.getFramesPerSecond());
camera.update();
System.out.println("player : "+launcher.getPlayerX()+" "+launcher.getPlayerY());
}
#Override
public void pause() {
// TODO Auto-generated method stub
//super.pause();
}
#Override
public void resume() {
// TODO Auto-generated method stub
//super.resume();
}
#Override
public void dispose() {
// TODO Auto-generated method stub
//super.dispose();
}
#Override
public void show() {
// TODO Auto-generated method stub
texture = new Texture(Gdx.files.internal("EnemyAnimations/BugIdleStand.png"));
animationForMultiplayer = new AnimatedSprite();
spriteBatch = new SpriteBatch();
mySelf = new Player();
mySelf.doSetup();
playerCam = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
playerCam.setToOrtho(false);
playerCam.position.set(mySelf.getX(), mySelf.getY(), 0);
mpPlayerCam = new OrthographicCamera(0,0);
mpPlayerCam.setToOrtho(false);
camera = new OrthographicCamera(0, 0);
camera.setToOrtho(false);
shapeRenderer = new ShapeRenderer();
}
#Override
public void resize(int width, int height) {
// TODO Auto-generated method stub
}
#Override
public void hide() {
// TODO Auto-generated method stub
}
}

LibGDX - Trying to animate a sprite, crashes my whole game

I'm working on an Android game and so far the way I draw game objects is I initialise them in Game then put them in an array list of GameObject (every object extends this abstract class; player, flag, coin). This array list gets passed into Renderer which then draws the objects using a for loop (that iterates over the array list).
I am trying to add a new GameObject called Coin. Unlike other objects I want this one to be animated, and already have 8 pictures representing each frame of the animation. Here's my code (using the libgdx Animation class):
public class Coin extends GameObject implements Screen {
private SpriteBatch batch;
private Animation animation;
private float time;
public Coin(Sprite spr, float xPos, float yPos,
float radius) {
super(spr, xPos, yPos, radius);
setxPos(xPos);
setyPos(yPos);
batch = new SpriteBatch();
time = 0;
}
public void render(float delta) {
// TODO Auto-generated method stub
batch.begin();
batch.draw(animation.getKeyFrame(time += delta), getxPos(), getyPos());
batch.end();
}
#Override
public void resize(int width, int height) {
// TODO Auto-generated method stub
}
#Override
public void show() {
// TODO Auto-generated method stub
//batch = new SpriteBatch();
animation = new Animation(1 / 3f,
new TextureRegion(new Texture("coin1.png")),
new TextureRegion(new Texture("coin2.png")),
new TextureRegion(new Texture("coin3.png")),
new TextureRegion(new Texture("coin4.png")),
new TextureRegion(new Texture("coin5.png")),
new TextureRegion(new Texture("coin6.png")),
new TextureRegion(new Texture("coin7.png")),
new TextureRegion(new Texture("coin8.png")));
animation.setPlayMode(Animation.PlayMode.LOOP);
}
#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
batch.dispose();
}
}
The error I get from the LogCAT is a NullPointerException # batch.draw(animation.getKeyFrame(time += delta), getxPos(), getyPos());
Does anyone know how to fix this? Any insight would be highly appreciated
Write this code:
public Coin(Sprite spr, float xPos, float yPos,
float radius) {
super(spr, xPos, yPos, radius);
setxPos(xPos);
setyPos(yPos);
batch = new SpriteBatch();
time = 0;
loadAnimation();
}
public void loadAnimation() {
// TODO Auto-generated method stub
//batch = new SpriteBatch();
animation = new Animation(1 / 3f,
new TextureRegion(new Texture("coin1.png")),
new TextureRegion(new Texture("coin2.png")),
new TextureRegion(new Texture("coin3.png")),
new TextureRegion(new Texture("coin4.png")),
new TextureRegion(new Texture("coin5.png")),
new TextureRegion(new Texture("coin6.png")),
new TextureRegion(new Texture("coin7.png")),
new TextureRegion(new Texture("coin8.png")));
animation.setPlayMode(Animation.PlayMode.LOOP);
}

draw a custom drawable without any size in Android

I'm trying to draw a drawable background with a path. But i getting to one point where i can't draw because i need the size of the object that will receive the background. Is there a function to find the size of the specific view that i will draw on ?
public class CustomDrawableEditText extends Drawable{
private Context context;
public CustomDrawableEditText(Context context) {
// TODO Auto-generated constructor stub
this.context = context;
}
#Override
public void draw(Canvas canvas) {
// TODO Auto-generated method stub
Path path = new Path();
Paint paint = new Paint();
path.moveTo(0, 0);
path.lineTo(10, 0);
path.moveTo(0, 0);
path.lineTo(0, Y);
path.lineTo(10, Y);
path.moveTo( X, 0);
path.lineTo( X-10, 0);
path.moveTo( X, 0);
path.lineTo( X, X);
path.lineTo( X-10, X);
paint.setColor(context.getResources().getColor(R.color.orange));
paint.setStrokeWidth(2);
paint.setStyle(Paint.Style.STROKE);
canvas.drawPath(path, paint);
}
private int getY() {
final Resources res = context.getResources();
final float scale = res.getDisplayMetrics().density;
return (int) (res.getDimension(R.dimen.dim4) * scale + 0.5f);
}
#Override
public int getOpacity() {
// TODO Auto-generated method stub
return 0;
}
#Override
public void setAlpha(int alpha) {
// TODO Auto-generated method stub
}
#Override
public void setColorFilter(ColorFilter cf) {
// TODO Auto-generated method stub
}
}
To get the size of a View you can invoke getWidth() and getHeight(). Note that you might be interested in getMeasuredWidth() and getMeasuredHeight() as well.
Make sure these methods are called after the layout process of your view.
Call the Drawable.getBounds() or Drawable.copyBounds(Rect rect) methods.
These two methods should return the View's bounds (when a View's size changes, it calls (should call) the Drawable.setBounds method on each Drawable it has with the appropriate parameter values) in which the View wants your Drawable to be drawn. Your own custom-Drawable can then retrieve this value by calling Drawable.getBounds() or Drawable.copyBounds(Rect rect).

Java MouseListener not working once added to another class

Basically I have two classes, an Infantry class which is used to create units in a game, and a Map class which is used to paint everything (i.e. units, building, etc.) to the screen. I have a MouseListener in my Infantry class that takes the coordinates of the mouse upon click, sets the x and y variables of an image to those then repaints the image on the screen. When I directly make an Infantry object in my JFrame class this works fine, but I can't see the Map class being painted before hand. When I make the object within the Map class itself (which is my main objective), the MouseListener doesn't work, as in it won't register a click or any of the methods (I tried a console printout to test this). Right now I'm a little lost on why this won't work and any help would be much appreciated.
Infantry class:
public class Infantry extends JLabel{
private Image img;
private int bx;
private int by;
private MouseListener move = new Move();
public Infantry(String file, int Bx, int By){
img = new ImageIcon(file).getImage();
bx = Bx;
by = By;
setOpaque(false);
addMouseListener(move);
}
public void paintComponent(Graphics g){
super.paintComponents(g);
g.drawImage(img, bx, by, null);
}
private class Move implements MouseListener{
#Override
public void mouseClicked(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseEntered(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseExited(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mousePressed(MouseEvent e) {
// TODO Auto-generated method stub
}
#Override
public void mouseReleased(MouseEvent e) {
// TODO Auto-generated method stub
bx = e.getX();
by = e.getY();
repaint();
}
}
}

AndEngine how to remove bullets and shoot one bullets at a time?

I'm using Andengine for android and I created a code where my player will shoot a bullet when I touch the screen.
Now I want to do 2 things
first: I want the bullet to be removed when it collides with the enemy
Second: I want to be able to shoot only bullet at a time. So as long as the bullets haven't hit the enemy I don't want the method of firing a bullet to be called.
Here's the code I created
I minimized all the codes that are not really important
public class ShooterActivity extends BaseGameActivity implements IOnSceneTouchListener,IAccelerometerListener{
//Variables
private static final int CAMERA_WIDTH = 720;
private static final int CAMERA_HEIGHT = 480;
private Camera mCamera;
private BitmapTextureAtlas mBitmapTextureAtlas;
private TiledTextureRegion mTiledTextureRegion;
private TextureRegion mBulletTextureRegion;
private AnimatedSprite facebox;
private AnimatedSprite enemy;
private Sprite bulletsprite;
private Scene mScene;
private PhysicsWorld mPhysicsWorld;
private Shape ground, roof, right, left;
private Body body, bulletbody, enemybody;
private FixtureDef mFixtureDef = PhysicsFactory.createFixtureDef(1, 0.5f, 0.5f);
private TiledTextureRegion enemyTiled;
private boolean pFlippedHorizontal = true;
#Override
public Engine onLoadEngine() {
// TODO Auto-generated method stub
this.mCamera = new Camera(0,0,CAMERA_WIDTH,CAMERA_HEIGHT);
return new Engine(new EngineOptions(true, ScreenOrientation.LANDSCAPE, new RatioResolutionPolicy(CAMERA_WIDTH,CAMERA_HEIGHT),this.mCamera));
}
#Override
public void onLoadResources() {
// TODO Auto-generated method stub
this.mBitmapTextureAtlas = new BitmapTextureAtlas(1024,1024, TextureOptions.BILINEAR_PREMULTIPLYALPHA);
this.mTiledTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(mBitmapTextureAtlas, this, "gfx/player.png", 0, 0, 8, 1);
this.enemyTiled = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(mBitmapTextureAtlas, this, "gfx/enemy.png", 200, 500, 8, 1);
this.mBulletTextureRegion = BitmapTextureAtlasTextureRegionFactory.createFromAsset(mBitmapTextureAtlas, this, "gfx/badge.png", 200, 200);
this.mEngine.getTextureManager().loadTexture(mBitmapTextureAtlas);
}
#Override
public Scene onLoadScene() {
// TODO Auto-generated method stub
this.mEngine.registerUpdateHandler(new FPSLogger());
mScene = new Scene();
mScene.setBackground(new ColorBackground(0,0,0));
this.mPhysicsWorld = new PhysicsWorld(new Vector2(0,SensorManager.GRAVITY_EARTH), false);
//Walls
final FixtureDef wallFixture = PhysicsFactory.createFixtureDef(1, 0.5f, 0.5f);
roof = new Rectangle(0, 0, CAMERA_WIDTH, 2);
ground = new Rectangle(0,CAMERA_HEIGHT ,CAMERA_WIDTH,2);
left = new Rectangle(0,0,2,CAMERA_HEIGHT);
right = new Rectangle(CAMERA_WIDTH -2, 0,2,CAMERA_HEIGHT);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.StaticBody, wallFixture);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.StaticBody, wallFixture);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.StaticBody, wallFixture);
PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.StaticBody, wallFixture);
this.mScene.attachChild(roof);
this.mScene.attachChild(ground);
this.mScene.attachChild(left);
this.mScene.attachChild(right);
//facebox
facebox = new AnimatedSprite(150,150, this.mTiledTextureRegion);
facebox.setScale(.75f);
facebox.animate(200);
body = PhysicsFactory.createBoxBody(this.mPhysicsWorld, facebox, BodyType.DynamicBody, mFixtureDef);
this.mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(facebox,body,true,false));
this.mScene.attachChild(facebox);
//enemy
enemy = new AnimatedSprite(500,150,this.enemyTiled);
enemy.animate(200);
enemy.setScale(.75f);
enemy.setFlippedHorizontal(pFlippedHorizontal);
this.mScene.attachChild(enemy);
enemybody = PhysicsFactory.createBoxBody(this.mPhysicsWorld, enemy, BodyType.DynamicBody, mFixtureDef);
this.mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(enemy,enemybody,true,false));
//scene
this.mScene.setOnSceneTouchListener(this);
this.mScene.registerUpdateHandler(mPhysicsWorld);
return mScene;
}
#Override
public void onLoadComplete() {
// TODO Auto-generated method stub
}
//touch the screen to create bullets
#Override
public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) {
// TODO Auto-generated method stub
if(pSceneTouchEvent.getAction() == TouchEvent.ACTION_DOWN){
runOnUpdateThread(new Runnable(){
#Override
public void run() {
// TODO Auto-generated method stub
fire();
}
});
//here I want to be able to remove the bullets when it hits the enemy but not sure what method to use
this.mScene.registerUpdateHandler(new IUpdateHandler(){
#Override
public void onUpdate(float pSecondsElapsed) {
// TODO Auto-generated method stub
if(bulletsprite.collidesWith(enemy)){
}
}
#Override
public void reset() {
// TODO Auto-generated method stub
}
});
}
return false;
}
//method to create bullets
public void fire(){
bulletsprite = new Sprite(this.facebox.getX() + 15, this.facebox.getY() -5, this.mBulletTextureRegion);
bulletsprite.setScale(.5f);
bulletbody = PhysicsFactory.createCircleBody(this.mPhysicsWorld, bulletsprite, BodyType.DynamicBody, mFixtureDef);
this.mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(bulletsprite, bulletbody, true, true));
final Vector2 speed = Vector2Pool.obtain(50, 0);
bulletbody.setLinearVelocity(speed);
Vector2Pool.recycle(speed);
this.mScene.attachChild(bulletsprite);
}
//nothing here just accelerometer
#Override
public void onAccelerometerChanged(AccelerometerData pAccelerometerData) {
// TODO Auto-generated method stub
final Vector2 gravity = Vector2Pool.obtain(pAccelerometerData.getX() *3, 10);
this.mPhysicsWorld.setGravity(gravity);
Vector2Pool.recycle(gravity);
}
#Override
protected void onResume() {
// TODO Auto-generated method stub
super.onResume();
this.enableAccelerometerSensor(this);
}
#Override
protected void onPause() {
// TODO Auto-generated method stub
super.onPause();
this.disableAccelerometerSensor();
}
}
First, google collision detection - that will help you solve the first problem.
Second, only keep 1 instance of the bullet object, and when it either (a) collides with the enemy or another object, or (b) goes off the screen, then you make the bullet able to be shot again.

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