scene2d

libgdx - how to add background image in stage?

隐身守侯 提交于 2019-12-05 01:23:15
I am learning libgdx but i am stuck at a point.. I have added a button in my stage , now i want to add a image in the stage so that the image looks as the background image to the button.i mean to say that the button should lie on the image. I have been looking tutorials but not been able to do that. How can it be done? any help? The only thing you need to do is to draw the background, before drawing the Button s. There are a few possible ways to do that: - You can add the background as an Image (subclass of Actor ) to the Stage and use the z-index to make sure it is drawn as a background. -

When to use ShapeRenderer, Mesh + SpriteBatch, Box2D and Scene2D in Libgdx?

て烟熏妆下的殇ゞ 提交于 2019-12-04 11:06:59
问题 I'm new in Android Game Development and after I started with libgdx ShapeRenderer and did a little more search, I became confused if I started with the right foot. So, what I really would like to know is when should I use ShapeRenderer, Mesh + SpriteBatch, Box2D and Scene2D. 回答1: LibGDX has quite a lot of (mostly orthogonal) APIs for rendering. I'm still learning my way around many of them, but I can give an overview of the different parts. ShapeRenderer lets you quickly and easily put basic

scene2d button scaling with libgdx

孤街醉人 提交于 2019-12-04 09:56:31
I don't know if it is just me, but drawables confuse me. Are they intended to keep the size they are given, or is there a way to scale the image within them? I understand they can use ninepatch to fill certain areas by stretching an image, but I want to scale the image that it stretches. I am using a TextButton for my menu buttons, but they are way too big, and I would love to know how to scale them. I am retrieving the skin from an atlas, which has ninepatch images in it. Here is the settings screen: Here are the images in the pack I am using: Here is the initialization of the TextureAtlas,

Libgdx view frustum culling inside actor.draw()

我的未来我决定 提交于 2019-12-04 05:35:47
问题 I am developing a little game using libgdx. It is a 2d top down game with some big maps and many objects on them. So i just want to render things in my view frustum. I have seen the camera.frustum.***inFrustum(Paramter... p) . But i am using scene2d and i set up the camera in the Stage , set the SpriteBatch s projection matrix to camera.combined and my Actor s draw themself in the overridden draw(SpriteBatch batch) method. How can i access the camera or the view frustum there? Is there a way

overriding drawing order scene2D's stage

匆匆过客 提交于 2019-12-04 03:57:40
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 implementation just for the sake of this small addition. What doesn't work: the Actor's toFront () method only

How to use Bitmap font as scene 2d actor?

流过昼夜 提交于 2019-12-03 21:59:49
I am developing a game using libgdx framework. How can i achieve scene2d action on bitmap font object ? so that i can write some text like score,message and run action like scene2d actor. Take a look at the Label class, particularly the constructor that takes a CharSequence and a LabelStyle . When you initialize your LabelStyle you can supply a BitmapFont. Please note, if you'd like to scale or rotate the label you'll need to wrap it in a Container or add it to Table with setTransform() enabled. (This flushes the SpriteBatch so use it wisely.) you can extend actor class to achieve the same.

When to use ShapeRenderer, Mesh + SpriteBatch, Box2D and Scene2D in Libgdx?

◇◆丶佛笑我妖孽 提交于 2019-12-03 06:04:41
I'm new in Android Game Development and after I started with libgdx ShapeRenderer and did a little more search, I became confused if I started with the right foot. So, what I really would like to know is when should I use ShapeRenderer, Mesh + SpriteBatch, Box2D and Scene2D. P.T. LibGDX has quite a lot of (mostly orthogonal) APIs for rendering. I'm still learning my way around many of them, but I can give an overview of the different parts. ShapeRenderer lets you quickly and easily put basic flat-colored polygons and lines on the screen. Its not particularly efficient (it uploads a lot of

How to restart screen in LibGDX using Init() methods?

£可爱£侵袭症+ 提交于 2019-12-02 07:50:26
I created a simple game in LibGDX that has multiple screens. I want to restart a certain screen after touching a restart button but I'm not sure how to do that. I made some research about this and all answers lead to not loading my assets in show() but rather in an init() method that I am not really familiar with. I want to know how can I restart a screen using this init() method . As of now I put most of my initialization in the constructor and some were initialized in methods such as the restartButton() method. Any other corrections or improvements in my code will be highly appreciated. Here

Using MVC with libgdx scene2d [closed]

。_饼干妹妹 提交于 2019-12-01 08:33:49
I started developing a game using libgdx. It is actually my second try because when i started the first try i did not know enaught of libgdx. In my first try i had an actor subclass with the logic and the texture in it. Then i started reading Gustavo Steigerts tutorial and i saw that he tryed to separate logic and view. I tryed to do the same, but the view is my actor subclass with informations about size and position, so it has to do the collision detection, which is part of the logic. Also if you search on Google you find that with Scene2d you cannot do the MVC. So is there a way to

Using MVC with libgdx scene2d [closed]

大城市里の小女人 提交于 2019-12-01 07:24:27
问题 Closed . This question needs to be more focused. It is not currently accepting answers. Want to improve this question? Update the question so it focuses on one problem only by editing this post. Closed last year . I started developing a game using libgdx. It is actually my second try because when i started the first try i did not know enaught of libgdx. In my first try i had an actor subclass with the logic and the texture in it. Then i started reading Gustavo Steigerts tutorial and i saw