libgdx

Adding Admob to libgdx

社会主义新天地 提交于 2019-11-26 14:50:04
问题 RelativeLayout layout = new RelativeLayout(this); AndroidApplicationConfiguration config = new AndroidApplicationConfiguration(); View gameView = initializeForView(new MainGame(), config); layout.addView(gameView); adView = new AdView(this); adView.setAdListener(new AdListener() { @Override public void onAdLoaded() { System.out.println("LOAD"); } }); adView.setAdSize(AdSize.SMART_BANNER); adView.setAdUnitId("ca-app-xxx-xxxxxxxxxx/xxxxxxxxxx"); AdRequest.Builder builder = new AdRequest.Builder

How to deal with different aspect ratios in libGDX?

萝らか妹 提交于 2019-11-26 12:34:46
问题 I have implemented some screens using libGDX that would obviously use the Screen class provided by the libGDX framework. However, the implementation for these screens works only with pre-defined screen sizes. For example, if the sprite was meant for a 640 x 480 size screen (4:3 Aspect ratio), it won\'t work as intended on other screen sizes because the sprites go par the screen boundaries and are not scaled to the screen size at all. Moreover, if simple scaling would have been provided by the

Default Skin LibGDX?

我是研究僧i 提交于 2019-11-26 12:08:42
问题 I\'ve been following this: https://code.google.com/p/table-layout/#Quickstart to get a little introduction to tables in LibGDX. I already experimented around a little with buttons. Now I have this code: Label introLabel = new Label(\"Skip Intro\", skin); TextField introText = new TextField(\"\", skin); table.add(introLabel); table.add(introText).width(100); table.row(); But it throws a NullPointerException because: No com.badlogic.gdx.scenes.scene2d.ui.Label$LabelStyle registered with name:

How to render Android's YUV-NV21 camera image on the background in libgdx with OpenGLES 2.0 in real-time?

爱⌒轻易说出口 提交于 2019-11-26 10:17:48
问题 Unlike Android, I\'m relatively new to GL/libgdx. The task I need to solve, namely rendering the Android camera\'s YUV-NV21 preview image to the screen background inside libgdx in real time is multi-faceted. Here are the main concerns: Android camera\'s preview image is only guaranteed to be in the YUV-NV21 space (and in the similar YV12 space where U and V channels are not interleaved but grouped). Assuming that most modern devices will provide implicit RGB conversion is VERY wrong, e.g the

libgdx SpriteBatch render to texture

徘徊边缘 提交于 2019-11-26 09:16:49
问题 Is it possible to render to texture using SpriteBatch in libGdx (Java engine for Android/Desktop)? If so, how do it? Basically I want to render everything to 320 x 240 region of 512 x 256 texture and than scale region to fit screen (in landscape mode). This way I want to eliminate artifacts which happen when I scale alpha blended textures independently. If there is any other way to remove such artifacts, please point them out :) And is there any online documentation for libGdx? 回答1: This

“File not found” when running new LibGDX project

末鹿安然 提交于 2019-11-26 04:39:19
问题 I trying to learn LibGDX, I install all the software listed here with a new Eclipse 4.3 on a fresh formatted mac OS X Maverick. Everything goes smooth, after a reboot, I download, and execute the gdx-setup.jar, fill the form, and import into Eclipse. No error, no warning, when I try to run the desktop. (Right click the desktop project, Run As -> Java Application). I got this error Exception in thread \"LWJGL Application\" com.badlogic.gdx.utils.GdxRuntimeException: Couldn\'t load file: