libgdx

Convert Spritekit Game to Android?

馋奶兔 提交于 2019-12-10 12:36:17
问题 Are there any new options for converting a spritekit game to android? It seems the only options are to recode everything in Java or to use Cocos2D, LibGDX, etc. 回答1: Unfortunately ... no :{ And the cross-platform SpriteBuilder with the Apportable service that let you convert a Swift Cocos project to Android is no longer available (they got bought out by Google I believe). SpriteBuilder is still available on GitHub but it's not active afaik and is abandoned. So... what to do? I would focus on

Unable to Draw Sprite after Camera.Update in LibGDX

两盒软妹~` 提交于 2019-12-10 12:26:59
问题 I am new to Libgdx Developement and I am working on a game same like Candy Crush. I have a background board, above that board there are number of coins with different colors where users can drag and play. All code is working fine except one issue, where I have created a logic where user achieves a number of points and levels up, at that moment I want to display a pop up saying Level Up + NumberOfLevel. I have created that pop up with combination of a background image and font. But I am unable

Unable to animate sprite in Libgdx using Tween

故事扮演 提交于 2019-12-10 12:24:00
问题 I am working on a game like Candy Crush and I have been facing issues with making a pop up while user Levels Up. I recently posted a question to display pop up in font and got it solved : Unable to Draw Sprite after Camera.Update in LibGDX But now I want to animate that pop up using Tween Engine and It is not working for some reason. I have used Tween Engine in other parts of the game to make coins bounce and fade away, which is working fine with below code. Fading Animation : plusTen = new

libGDX json TextButton how to align label?

断了今生、忘了曾经 提交于 2019-12-10 12:08:28
问题 Is there a way to put the following code into a json skin file? private TextButton createMainMenuButton(String name, ClickListener listener){ TextButton button = new TextButton(name, skin, "MainMenuStyle"); button.addListener(listener); //How to put the following two lines into a JSON skin file? button.getLabel().setAlignment(Align.left); button.getLabelCell().pad(5,20,5,20); return button; } Here's my actual json skin sheet: "com.badlogic.gdx.scenes.scene2d.ui.TextButton$TextButtonStyle": {

Understanding 3D Models and Nodes in Libgdx

拟墨画扇 提交于 2019-12-10 11:44:56
问题 I am trying to get a better understanding of the Model s and their Node hierarchy in Libgdx . As much as i understood, a Model is made of many Child Node s, which can contain other Node s as well. Each node has a Vector3 translation describing its position, Vector3 scale , describing its scale and Quaternion rotation describing its rotation, all relative to the parent Node or Model . The Matrix4 gloabalTransform describes the same, but relative to the world they are in. Now if i think about

Libgdx save SpriteBatch in a texture

蹲街弑〆低调 提交于 2019-12-10 11:42:58
问题 I would like to know if it possible to save a spriteBatch in a texture . SpriteBatch batch = new SpriteBatch(); After drawing a few thing inside the batch , I would like to save all thing that contains the SpriteBatch in One texture (something like a screenshot ). I have no idea to how to do it, I searched on the web and on the libgdx doc but didn't found. Thanks you 回答1: You can render to a FrameBufferObject (FBO). See https://github.com/mattdesl/lwjgl-basics/wiki/FrameBufferObjects An FBO

Using libgdx with Android Studio

感情迁移 提交于 2019-12-10 11:36:43
问题 According to libgdx wiki (http://goo.gl/fJgSab): Android Studio is fully compatible with libGDX's Gradle based build system. How exactly should one proceed to import the Android project generated by libgdx into Android Studio? 回答1: If you have created the project using libGDX gradle build system, you will have a file build.gradle in the root directory. Just open Android studio and import project and select this file. It will automatically fetch required resources and create your project

json file for libgdx Table

不问归期 提交于 2019-12-10 11:35:44
问题 I am trying to make a Table that has a Skin based on libgdx's default LabelStyle and BitmapFont through the use of a json file. (this file is supposed to hold the references of these two objects) In doing this I am getting some unclear errors. For instance: Exception in thread "LWJGL Application" com.badlogic.gdx.utils.SerializationException: Error reading file: ui/uiskin.json at com.badlogic.gdx.scenes.scene2d.ui.Skin.load(Skin.java:96) at com.badlogic.gdx.scenes.scene2d.ui.Skin.<init>(Skin

LibGDX - Drawing to a FrameBuffer does not work

橙三吉。 提交于 2019-12-10 11:33:24
问题 So I'm trying to make custom buttons, for which I need to combine different parts of the button background. To do this I figured using a FrameBuffer would work, however it did not give viable results. Therefore I attempted to test my FrameBuffer drawing method, by writing a simple test method, which returns a texture that is drawn to the display at every render() call. This method is here (note that it is a test method, so it may be a little poorly optimized): private Texture test() {

iOS game localization with lproj directories not working

有些话、适合烂在心里 提交于 2019-12-10 11:27:49
问题 My game is localized in 3 different languages. In order to let iTunes Connect know that the game is localized I created these files: ios\resources\en.lproj\Localizable.strings ios\resources\es.lproj\Localizable.strings ios\resources\ca.lproj\Localizable.strings all three with this content: "AppName"="MechaNika" being MechaNika the name of my game. However, after creating the IPA file and uploading it to iTunes Connect with the Application Loader, it says that my game is only in English, so it