I tried a simple solution using an InputProcessor and a bunch of if statements but it seems really unscalable and inefficient. If i click on the screen above the keyboard i get the touch event, but nothing on the keyboard itself. My game needs to have many buttons in it that fire off a method when pressed, and I was wondering what the best way to do this would be. This works great with Desktop and Android, but ios never gets in the or any of the the event calls to send the api call. Import .g2d.I'm making a simple 2D game for android using LibGDX. Note: if using the ScreenViewport() this will ignore the world measurements and turn back to using pixelsįor android devices if the images are 16/10 using stretch is acceptable as it will stretchĮxtendViewport() tries to fit everything to screen as best it canįitViewport() will use letterbox to fit to screen I wanted to add a button on the screen (any png will suffice for now) and if the touch overlaps with the image. However, the latter was setup with If () < 100 Then RotateLeft and vice-versa If ()>700 Then RotateRight Pseudo.Each event carries with it a key-code that identifies the key that was pressed/released. Keyboard Keyboards signal user input by generating events for pressing and releasing a key. Also, if you continue to use libGDX you will almost certainly at some point have to learn Scene2D UI, so you might as well get it over with. WIthout it the imageĪspect Ratio is very important for cross platform games it is calculated by height/widthįloat aspectRatio = (float)()/(float)() Ĭamera = new OrthographicCamera(WORLD_WIDTH * aspectRatio,WORLD_HEIGHT) I've applied some gestures such as zooming (with limitations), panning, and rotating. The main input devices libGDX supports are the mouse on the desktop/browser, touch screens on Android and keyboards. An input processor for each screen is the way to go. It is also a type of translate so MUST have camera.update(). Translate(viewport.getWidth/2, viewport.getHeight/2) will set the camera so it displays the image at 0,0 and NOTE: if translate is used the camera.update() must be called in the render() The method touchDown() returns Example The following code shows how to use InputMultiplexer from. We will be adding a menu screen and a couple of features to. This will place the image left corner in centre of the screen the cameras position can be changed so theĬamera moves translate(). int screenX-int screenY-int pointer-int button-Return. In this tutorial we will be extending the simple game Drop, made in the previous tutorial. Of in dispose() by calling ()Ĭamera looks to the centre of its defined viewĬamera = new OrthographicCamera((),()) So Texture should be defined outside the constructor or disposed InputMultiplexer im new InputMultiplexer() GestureDetector gd new GestureDetector(this) im.addProcessor(gd) im.addProcessor(this) (im) Essentially you create the multiplexer, then add both the InputProcessor and the GestureDetector to it via addProcessor(), then it is the multiplexer that is passed to setInputProcessor(). Note: The world is defined in terms of arbitrary units (and the sprite in this case is set to the size of the arbitrary units).Īs we need to position image we will use sprite as sprite has position.ĭefining the Texture in the Sprite constructor can lead ot memory leak as when sprite is disposed or out of Viewport - defines the ratio (see Viewport). Camera tells computer what to render this might be whole image or part of it.(use Orthoganal - 2d Camera)
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |