Reputation: 2437
I am testing out Libgdx and Scene2d. I expected this small program to display a logo, but it draws a black screen only. Any idea what am I missing?
public class MyGame implements ApplicationListener {
private Stage stage;
@Override
public void create() {
stage = new Stage(800, 800, false);
Gdx.input.setInputProcessor(stage);
MyActor actor = new MyActor();
stage.addActor(actor);
}
@Override
public void render() {
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
stage.act(Gdx.graphics.getDeltaTime());
stage.draw();
}
@Override
public void dispose() {
stage.dispose();
}
@Override
public void resize(int width, int height) {
stage.setViewport(800, 800, false);
}
}
public class MyActor extends Actor {
Sprite sprite;
public MyActor() {
sprite = new Sprite();
sprite.setTexture(new Texture("data/libgdx.png"));
setWidth(sprite.getWidth());
setHeight(sprite.getHeight());
setBounds(0, 0, getWidth(), getHeight());
setTouchable(Touchable.enabled);
setX(0);
setY(0);
}
@Override
public void draw(SpriteBatch batch, float parentAlpha) {
Color color = getColor();
batch.setColor(color.r, color.g, color.b, color.a * parentAlpha);
batch.draw(sprite, getX(), getY());
}
}
Upvotes: 3
Views: 15625
Reputation: 675
Your problem is most likely this line, in the draw method
batch.draw(sprite, getX(), getY());
The code I have seen when drawing sprites is
sprite.draw(batch);
Upvotes: 0
Reputation: 2599
Construct the sprite with the texture and use Gdx.file.internal:
sprite = new Sprite(new Texture(Gdx.files.internal("data/libgdx.png")));
Anyway, if you just want to display and act on images, you might prefer to use Image class:
private Stage stage;
private Texture texture;
@Override
public void create() {
stage = new Stage();
Gdx.input.setInputProcessor(stage);
texture = new Texture(Gdx.files.internal("data/libgdx.png"));
TextureRegion region = new TextureRegion(texture, 0, 0, 512, 275);
com.badlogic.gdx.scenes.scene2d.ui.Image actor = new com.badlogic.gdx.scenes.scene2d.ui.Image(region);
stage.addActor(actor);
}
@Override
public void render() {
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
stage.act(Gdx.graphics.getDeltaTime());
stage.draw();
}
Upvotes: 11
Reputation: 1
tex = new Texture(Gdx.files.internal("happy.png"));
Image happy = new Image(tex);
/* happy.setBounds(happy.getX(), happy.getY(), happy.getWidth(), happy.getHeight()); not needed if using full image */
stage.addActor(happy);
Upvotes: 0
Reputation: 1083
I was getting a black screen too until I explicitly set Actor
's height (setHeight(height)
) and width (setWidth(width)
) to the Sprite
's values.
Upvotes: 3