libgdx

How to implement Admob in my Game in libGDX? [closed]

那年仲夏 提交于 2019-12-10 00:36:30
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 6 years ago . I am start working with libGDX and I want to use the AdMob in my Game. If someone have already worked on it, Give me the way to make this thing happen in the Game ? 回答1: layout = new RelativeLayout(this); adView = new AdView(this, AdSize.BANNER, adMObid ); View gameView=initializeForView(new TalkingFriendApp

Double buffering and libgdx

两盒软妹~` 提交于 2019-12-09 23:57:18
问题 I have a very simple application in libgdx. It currently is supposed to cover half of the screen with pink texture. And it does that, the texture however is blinking. Basing on my own understanding of subject, as well as this thread: LibGDX blinking I need to enable double buffering. Or alternatively, write to my buffer. The thing is, either I am inept with google or it's very difficult to find any information how to manipulate buffers in libgdx. If someone could provide me with resources,

libGDX- Exact collision detection - Polygon creation?

試著忘記壹切 提交于 2019-12-09 19:04:50
问题 I've got a question about libGDX collision detection. Because it's a rather specific question I have not found any good solution on the internet yet. So, I already created "humans" that consist of different body parts, each with rectangle-shaped collision detection. Now I want to implement weapons and skills, which for example look like this: Skill example image Problem Working with rectangles in collision detections would be really frustrating for players when there are skills like this:

How does touchDragged work in libgdx?

生来就可爱ヽ(ⅴ<●) 提交于 2019-12-09 17:44:18
问题 I am currently learning libgdx game programming,now i have learnt how to use touchDown but iam not getting idea how to use touchDragged.How will the computer knows in which direction the finger is dragged(whether the user has dragged to left or right) 回答1: The computer doesn't know that. Or at least the interface won't tell you this information. It looks like this: public boolean touchDragged(int screenX, int screenY, int pointer); It is nearly the same like touchDown: public boolean

Trouble loading .png file using LibGDX Gdx.files.internal

半腔热情 提交于 2019-12-09 17:30:57
问题 I'm trying to load a Texture to libGDX and I'm getting a file not found exception. Here's the code that's trying to load the .png file. //Textures private Texture tiles; private TextureRegion grassImage; private TextureRegion dirtImage; private TextureRegion stoneImage; //Entities private Texture entities; private TextureRegion playerImage; public WorldRenderer(World world, boolean debug) { this.world = world; this.camera = new OrthographicCamera(CAMERA_WIDTH, CAMERA_HEIGHT); this.camera

overriding drawing order scene2D's stage

耗尽温柔 提交于 2019-12-09 16:06:27
问题 You are given a complex Scene2D graph in libgdx with several Group's and Actor's . You want the user to select some Actors and draw those at the end so they appear focussed on top of any other Actors . I would like to iterate over the Stage twice. The first time it draws the unselected Actors , the second time it draws the selected actors . I don't see any 'good' way to enforce this behaviour however. I would prefer options that are clean. I would not like to copy an entire method

Can't load sound files LibGdx

半世苍凉 提交于 2019-12-09 13:26:21
问题 I would like to load files directly from expansion OBB file by using AssetManager. I implemented my own FileHandleResolver public class CustomFileHandleResolver implements FileHandleResolver { @Override public FileHandle resolve(String fileName) { return new CustomFileHandle(fileName); } } I set it to my AssetManager. I created my own FileHandle and I override read() function @Override public InputStream read() { InputStream input = null; try { input = GameInfo.expansionFile.getInputStream

LibGDX mesh heightmap normals and lights

心不动则不痛 提交于 2019-12-09 11:49:57
问题 I am trying to get mesh normals and lights working in LibGDX project. I already have textured mesh generated from heightmap texture pixels. The problem is I cannot get normals lighted up correctly. Also Im not 100% sure I have normal vertices correctly set up in TerrainChunk class. Heres the main class code: package com.me.terrain; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.files.FileHandle; import com.badlogic.gdx.graphics.Color; import com.badlogic

rewarded video ad example in libGDX

帅比萌擦擦* 提交于 2019-12-09 07:13:28
问题 I've been looking for an example, but didn't found it. I found one without libgdx and some why it didn't work, but app also didn't crash. public class AndroidLauncher extends AndroidApplication implements AdHandler, RewardedVideoAdListener{ ... RewardedVideoAd rewardedVideoAd = MobileAds.getRewardedVideoAdInstance(this); rewardedVideoAd.setRewardedVideoAdListener(this); rewardedSetup(); private void rewardedSetup(){ if (!rewardedVideoAd.isLoaded()){ rewardedVideoAd.loadAd("ca-app-pub

Write to Json using libGDX

白昼怎懂夜的黑 提交于 2019-12-09 07:11:32
问题 I am new to Json and libGDX but I have created a simple game and I want to store player names and their scores in a Json file. Is there a way to do this? I want to create a Json file in Gdx.files.localStorage if it doesnt exist and if it does, append new data to it. I have checked code given at : 1>Using Json.Serializable to parse Json files 2>Parsing Json in libGDX But I failed to locate how to actually create a Json file and write multiple unique object values (name and score of each player