libgdx

LibGdx-ViewPort width and height does not match for some devices

前提是你 提交于 2020-01-09 12:04:04
问题 I am using a Viewport for my libGdx landscape game like this. public static final int WORLD_WIDTH = 1280; public static final int WORLD_HEIGHT = 800; camera = new OrthographicCamera(); float aspectRatio = Constants.WORLD_WIDTH / Constants.WORLD_HEIGHT; ViewPort viewPort = new FillViewport(WORLD_WIDTH * aspectRatio,WORLD_HEIGHT, camera); I am using all positions in terms of this width and height. It is working fine in all devices except device that have screen resolution greater than 1300. In

LibGdx-ViewPort width and height does not match for some devices

余生颓废 提交于 2020-01-09 12:03:51
问题 I am using a Viewport for my libGdx landscape game like this. public static final int WORLD_WIDTH = 1280; public static final int WORLD_HEIGHT = 800; camera = new OrthographicCamera(); float aspectRatio = Constants.WORLD_WIDTH / Constants.WORLD_HEIGHT; ViewPort viewPort = new FillViewport(WORLD_WIDTH * aspectRatio,WORLD_HEIGHT, camera); I am using all positions in terms of this width and height. It is working fine in all devices except device that have screen resolution greater than 1300. In

LibGdx-ViewPort width and height does not match for some devices

会有一股神秘感。 提交于 2020-01-09 12:03:21
问题 I am using a Viewport for my libGdx landscape game like this. public static final int WORLD_WIDTH = 1280; public static final int WORLD_HEIGHT = 800; camera = new OrthographicCamera(); float aspectRatio = Constants.WORLD_WIDTH / Constants.WORLD_HEIGHT; ViewPort viewPort = new FillViewport(WORLD_WIDTH * aspectRatio,WORLD_HEIGHT, camera); I am using all positions in terms of this width and height. It is working fine in all devices except device that have screen resolution greater than 1300. In

Changing the Coordinate System in LibGDX (Java)

元气小坏坏 提交于 2020-01-08 19:43:24
问题 LibGDX has a coordinate system where (0,0) is at the bottom-left. (like this image: http://i.stack.imgur.com/jVrJ0.png) This has me beating my head against a wall, mainly because I'm porting a game I had already made with the usual coordinate system (where 0,0 is in the Top Left Corner). My question: Is there any simple way of changing this coordinate system? 回答1: If you use a Camera (which you should) changing the coordinate system is pretty simple: camera= new OrthographicCamera(Gdx

Changing the Coordinate System in LibGDX (Java)

﹥>﹥吖頭↗ 提交于 2020-01-08 19:43:07
问题 LibGDX has a coordinate system where (0,0) is at the bottom-left. (like this image: http://i.stack.imgur.com/jVrJ0.png) This has me beating my head against a wall, mainly because I'm porting a game I had already made with the usual coordinate system (where 0,0 is in the Top Left Corner). My question: Is there any simple way of changing this coordinate system? 回答1: If you use a Camera (which you should) changing the coordinate system is pretty simple: camera= new OrthographicCamera(Gdx

do you need to null objects?

梦想的初衷 提交于 2020-01-07 09:24:05
问题 duplicate - How to destroy java objects? My question is very simple. I am new to app development with Java and am not sure whether I need to null objects after i am finished with them. for example i am using libGDX to create a game and I have several objects (Actors) being created. when I am finished with them do I simply call obj.remove(); or should i - obj.remove(); obj = null; do I save memory by nulling objects or is there no advantage to be had? 回答1: Generally, in java, marking the

body falls slowly in any gravity

℡╲_俬逩灬. 提交于 2020-01-07 07:58:29
问题 I've created a World with earth gravity and I place an entity in the scene (contains a sprite and a Body) and it falls down slowly like a balloon. Here's how I set the World: world = new World(new Vector2(0, -GRAVITY_EARTH), true); and here's the relevant Box2D code for the Body etc: BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyDef.BodyType.DynamicBody; bodyDef.position.set(positionX, positionY); // Create our body in the world body = world.createBody(bodyDef); // Grab the first idle

Libgdx Skin not Updating when Changing Font Programmatically

无人久伴 提交于 2020-01-07 04:30:40
问题 First, I loaded the skin as a json file. In the file, I put two BitmapFont defintions ("font" and "big-font") and left them practically blank (I did load a dummy ".fnt" file to prevent the parser from complaining). I then generated two FreeType Fonts using the following code: //start font generator FreeTypeFontGenerator generator = new FreeTypeFontGenerator(Gdx.files.internal("fonts/button-font.ttf")); FreeTypeFontGenerator.FreeTypeFontParameter parameters = new FreeTypeFontGenerator

LibGDX CatmullRomSpline Derivative Meaning?

前提是你 提交于 2020-01-07 03:04:05
问题 When calling the derivative method on the CatmullRomSpline, what exactly does this value represent? It’s been a while since calculus, but if my memory serves me correctly taking the derivative of the position with respect to time gives you the velocity at that point in time. But with CatmullRomSpline the “time” value is a percentage, so is the resulting derivative in pixels/percent? I printed out the derivative values (vector length) along my path and the values go as high as “989.6049”,

Google Api Client interface methods explanation?

夙愿已清 提交于 2020-01-06 18:33:50
问题 @Override public void getLeaderboardGPGS() { if (gameHelper.isSignedIn()) { startActivityForResult(Games.Leaderboards.getLeaderboardIntent(gameHelper.getApiClient(), getString(R.string.event_score)), 100); } else if (!gameHelper.isConnecting()) { loginGPGS(); } } @Override public void getAchievementsGPGS() { if (gameHelper.isSignedIn()) { startActivityForResult(Games.Achievements.getAchievementsIntent(gameHelper.getApiClient()), 101); } else if (!gameHelper.isConnecting()) { loginGPGS(); } }