libgdx

libGDX - Google Play Game Services in Android Studio

筅森魡賤 提交于 2019-12-04 15:24:43
After migrating to Android Studio from Eclipse, I was struggling at best with it. Problem was that most guides and tutorials you could find are for Eclipse , but if you can find one for Android Studio, it is missing most important parts - implementing libraries or 3rd party code. After week of problems and errors here is a guide raco Requirements: Google play services and Google Repostory (under Extras in SDK manager), BaseGameUtils Firstly we need to add BaseGameUtils as Module: then select Import Gradle Project and chose BaseGameUtil folder (do not copy BaseGameUtils in project before that

libgdx - ShapeRenderer in Group.draw renders in wrong colour

99封情书 提交于 2019-12-04 15:08:08
MyGroup : public class GShape extends Group{ private ShapeRenderer shape; public GShape() { super(); shape = new ShapeRenderer(); } @Override public void draw(SpriteBatch batch, float parentAlpha) { super.draw(batch, parentAlpha); shape.begin(ShapeType.Line); Gdx.gl10.glLineWidth(5); shape.setColor(1, 1f, 1f, 1f); shape.line(0, 0, 200, 100); shape.end(); } } Main : public class GameControl implements ApplicationListener { private Stage stage; private GShape gShape; @Override public void create() { stage = new Stage(480,320,false); Texture t = new Texture(Gdx.files.internal("data/the200.png"));

Cannot load a TextureAtlas file in IOS using libgdx while loading through AssetManager

徘徊边缘 提交于 2019-12-04 14:58:14
I started porting my LIBGDX appliction to IOS. I Used Xamarin studio port of libgdx to run my application on IOS. I was successful in porting but the application failed to load the TextureAtlas File & BitmapFont File in Iphone Simulator. the code I tried was ... AssetManager assetManager = new AssetManager(); assetManager.load("packer/help.txt", TextureAtlas.class); if (assetManager.update()) { } ... The above code is running fine for me on Desktop and android but while running it on Iphone Simulator I got the following log. Unhandled Exception: 0 iosgame 0x000f4f7e mono_handle_exception

touch scrolling with libgdx

北战南征 提交于 2019-12-04 14:15:28
I'm trying to implement touch scrolling in a libgdx game. I have a wide image that is a panorama of a room. I want to be able to scroll the image so the user can see around the room. I have it so that I can scroll a certain distance but when a new touchDragged event is registered the image is moved back to the original position. This is how I'm implementing it public class AttackGame implements ApplicationListener { AttackInputProcessor inputProcessor; Texture backgroundTexture; TextureRegion region; OrthographicCamera cam; SpriteBatch batch; float width; float height; float posX; float posY;

libGDX: How to implement a smooth tile / grid based game character movement?

核能气质少年 提交于 2019-12-04 14:09:20
In fear of reinventing the wheel, I wonder: What is the best approach to implement a smooth grid based game character movement on a top-down Tiled (2D) map with libGDX ? The character should keep moving smoothly between tiles as long as an arrow key is pressed (or a touch event occures on certain direction of the character) and should finish confined to a grid position on key / touch release. The movement should be independent from the frame rate. I would be glad about some already implemented examples that can be studied and lead to a proper libGDX API usage. Lestat Test if a specific button

How do I use the Android compass orientation to aim an opengl camera?

扶醉桌前 提交于 2019-12-04 12:55:24
I'm using libgdx to develop a basic 3d game for android and I'm having difficulty properly orienting the camera given three rotation angles provided from the compass (azimuth - rotation about Z, roll - rotation about Y, pitch - rotation about X). I've had some slight success with the following code in that I can properly aim the virtual camera down the Z-axis and X-axis as I expected. (Angles are in degrees [-180,180]) camera.direction.x = 0; camera.direction.y = 0; camera.direction.z = 1; camera.up.x = -1; camera.up.y = 0; camera.up.z = 0; camera.rotate(azimuth,0,0,1); camera.rotate(roll,0,1

Libgdx Collision Detection with TiledMap

时光总嘲笑我的痴心妄想 提交于 2019-12-04 12:14:07
问题 I'm struggling with implementing a collision detection system through the tiledmap. I have a 2d "pokemon style" game that has a tiled map rendered. Specifically, I have a 'collision' layer in my tiled map .tmx file that I want to interact with the player and other entities. My question is how do I connect the player sprite (extends Sprite class) to the 'collision' layer of the tiledmap and cause collision between the two. Any advice is appreciated. 回答1: First of all your Player should

Updating android app with Libgdx for 64-bit devices

大城市里の小女人 提交于 2019-12-04 12:00:18
问题 I have handful of apps in android on google play. I just need to update the app as per the below requirement mentioned by google recently. i.e., all the app has to be compatible with 64-bit . https://android-developers.googleblog.com/2019/01/get-your-apps-ready-for-64-bit.html Questions: what code changes is needed in the app to make it compatible with 64-bit devices ? Do we have 64-bit version of LibGdx available ? If there is no 64-bit LibGdx available is there is any other work around to

LibGDX guidance - sprite tracing 2D infinite random bezier curve

亡梦爱人 提交于 2019-12-04 11:43:55
I've been able to apply a smooth animation to my sprite and control it using the accelerometer. My sprite is fixed to move left and right along the x-aixs. From here, I need to figure out how to create a vertical infinite wavy line for the sprite to attempt to trace. the aim of my game is for the user to control the sprite's left/right movement with the accelerometer in an attempt to trace the never ending wavy line as best they can, whilst the sprite and camera both move in a vertical direction to simulate "moving along the line." It would be ideal if the line was randomly generated. I've

Rotation of Orthographic Camera

心已入冬 提交于 2019-12-04 11:24:46
I am able to rotate camera with this code camera.zoom = 3//in constructor if(camera.zoom>1) { camera.zoom-=0.01f; camera.rotate(15); } this is done in render, Now zooming effect works properly but when zooming completes my screen is stay rotated with current angle. like below. I want that my screen stops after zooming at 0 degree. In your code snippet **camera.zoom=3;** and in each iteration you are zooming camera by 0.01 till camera.zoom > 1 so you have total 20 iteration for zooming Then rotate with 18 degree angle after iteration it will rotate in 360 degree. I wrote this method to