libgdx

Exporting A Libgdx Game as Executable Jar from Android Studio

一曲冷凌霜 提交于 2019-12-12 08:31:15
问题 Okay so I made a game using Libgdx and I intended it to be a android app(which is why i use android studio) but I want to let my friend without android phones try it out. The project is already setup for both desktop and android so is there any way to export this as a executable jar file? 回答1: Type the command below in the terminal. Remember that you have to be in your LibGDX root directory, before issuing this command. gradlew desktop:dist More at: https://github.com/libgdx/libgdx/wiki

using ScreenUtils to save screenshot as image in libgdx

有些话、适合烂在心里 提交于 2019-12-12 08:11:53
问题 I am using ScreenUtils.getFrameBufferPixels(...) to take a screenshot of the game screen. I want to save the byte array returned by this method as an image in file. I am using libGDX and my focus in android. 回答1: It is now fairly easy. Libgdx provides an example. I had to add one statement to get it working. The image could not be saved directly to /screenshot1.png . Simply prepend Gdx.files.getLocalStoragePath() . Source Code: public class ScreenshotFactory { private static int counter = 1;

Libgdx and Google In-App-Purchase result

梦想的初衷 提交于 2019-12-12 08:05:59
问题 I followed these instructions to integrate both Libgdx and native android code using ActionResolver interface. I have no problem calling the Android method from the Libgdx part of my code. But I am hitting a dead end when I am trying to intergrate Google IAP with Libgdx. According to TrivialDrive example, it uses mPurchaseFinishedListener (outside of calling method). My question is: how do I pass this IAP resultcode back to Libgdx since the listener is outside the calling method? Currently,

In-App simple tutorial [closed]

故事扮演 提交于 2019-12-12 07:59:50
问题 Closed. This question is off-topic. It is not currently accepting answers. Want to improve this question? Update the question so it's on-topic for Stack Overflow. Closed 4 years ago . I want to use Google In-App billing for my Android Apps using Libgdx. By default, it is a free apps for everyone. Some of the features will be unlocked once user paid a small fee (lets assume $1), and all features will be unlocked if user paid the full price (assuming $2). I have a read on official Google's

Proper way to dispose screens in Libgdx

十年热恋 提交于 2019-12-12 07:58:52
问题 What is the proper way of completely disposing of a screen in Libgdx? Currently If I click where a button was on my previous screen the button still does what it would of done if I were on that screen. Should I be .dispose() -ing everything I can in the dispose() method? or is there a simpler way to dispose of everything on screen? 回答1: Unfortunately there is no easier way. These classes do not share any kind of common " Disposable " interface, or anything like that, to do it automatically.

libGDX project can't load library liblwjgl.dylib

十年热恋 提交于 2019-12-12 07:47:12
问题 A new libGDX project can't load the library liblwjgl.dylib when running the desktop project. Exception in thread "main" java.lang.UnsatisfiedLinkError: Can't load library: /var/folders/4l/nsj9j4xj51g8h_6y_ndpnmc80000gn/T/libgdxChristian/3741154320/liblwjgl.dylib at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1798) at java.lang.Runtime.load0(Runtime.java:809) at java.lang.System.load(System.java:1080) at org.lwjgl.Sys$1.run(Sys.java:70) at java.security.AccessController.doPrivileged

How do I make TextButtons using LibGDX?

。_饼干妹妹 提交于 2019-12-12 07:24:32
问题 I've followed a few tutorials on youtube to make buttons for my libgdx game and have run into a problem where my button.pack cannot be loaded. stage = new Stage(); black = new BitmapFont(Gdx.files.internal("font/black.fnt")); white = new BitmapFont(Gdx.files.internal("font/white.fnt")); atlas = new TextureAtlas(Gdx.files.internal("buttons/button.pack")); skin = new Skin(atlas); table = new Table(skin); table.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); TextButtonStyle

about LibGdx addListener

时间秒杀一切 提交于 2019-12-12 06:38:19
问题 I believe this question has been asked before, but it seems that I am a bit unlucky to find it. My question is how do I enabling a button/actor’s addListener in middle of the process? Take for example, on assets loading screen in between activity screen (let assume that user finished Stage A, the loading screen is to load assets for Stage B), the continue button can only be enabled (displayed previously, but not enable) after the all assets is loaded. If I add the addListener in to the render

how can I add Action to a texture packer in libgdx?

六月ゝ 毕业季﹏ 提交于 2019-12-12 06:23:40
问题 I'm trying to create eventListner on each image (playIcon,pauseIcon) but its not working using touchUp and touchDown here is my code: TextureAtlas buttonsPlayPause = new TextureAtlas("uiii/uiii.pack"); skin.addRegions(buttonsPlayPause); TextButton.TextButtonStyle textButtonStyle = new TextButton.TextButtonStyle(); textButtonStyle.font = font; textButtonStyle.up = skin.getDrawable("pauseIcon"); textButtonStyle.checked = skin.getDrawable("playIcon"); TextButton button = new TextButton("",

java.lang.UnsatisfiedLinkError: Native method not found: com.badlogic.gdx.backends.android.AndroidGL20.glGenTexture:()

▼魔方 西西 提交于 2019-12-12 06:06:44
问题 I am trying to get a libGDX Android game I have been working on migrated to another laptop. I am now using 1.5.3 version of libGDX. When I try to launch my app from eclipse I get the error shown below: 02-11 21:21:35.519: E/Trace(7276): error opening trace file: No such file or directory (2) 02-11 21:21:36.019: E/dalvikvm(7276): Could not find class 'android.support.v4.app.FragmentActivity', referenced from method com.google.android.gms.common.GooglePlayServicesUtil.showErrorDialogFragment 02