Reputation: 61
I just recently started using libGDX to make games, and I am trying to implement an orthographic camera to fallow the player around when he moves (making a 2D side scroller). For some reason that I don't understand when I do everything that should make the camera draw the player in the center of the screen, the player is drawn slightly shifted towards the up-right corner.
I been searching all day trying different things, but I haven't found any solutions.
If it helps my player sprite is a square 128 x 128 image and my monitor size is 1366x768
Here is my gameScreen code :
package com.inertiafall.inertiaengine.screens;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
import com.badlogic.gdx.math.Vector3;
import com.inertiafall.inertiaengine.InertiaEngine;
import com.inertiafall.inertiaengine.InputHandler;
import com.inertiafall.inertiaengine.entities.Player;
public class GameScreen implements Screen {
InertiaEngine game;
SpriteBatch batch;
Player player;
OrthographicCamera cam;
float width, height;
ShapeRenderer sr;
public GameScreen(InertiaEngine game){
this.game = game;
}
public void show() {
player = new Player(5, 5);
player.init();
width = Gdx.graphics.getWidth();
height = Gdx.graphics.getHeight();
cam = new OrthographicCamera(width, height);
cam.setToOrtho(false);
cam.position.set(player.getX(), player.getY(), 0);
cam.update();
batch = new SpriteBatch();
batch.setProjectionMatrix(cam.combined);
sr = new ShapeRenderer();
}
public void update(float delta){
checkKeys();
player.update(delta);
cam.position.set(player.getX(), player.getY(), 0);
cam.unproject(new Vector3(player.getX(), player.getY(), 0));
cam.update();
batch.setProjectionMatrix(cam.combined);
sr.setProjectionMatrix(cam.combined);
}
public void render(float delta) {
update(delta);
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
batch.begin();
player.render(batch);
batch.end();
sr.begin(ShapeType.Line);
player.renderDebug(sr);
sr.end();
}
public void resize(int width, int height) {
}
//check key events
private void checkKeys(){
if(InputHandler.keyPress(InputHandler.getExitKey())){
exit();
}
}
//key events
private void exit(){
Gdx.app.exit();
}
public void hide() {
dispose();
}
public void pause() {}
public void resume() {}
public void dispose() {
batch.dispose();
player.dispose();
sr.dispose();
}
}
Upvotes: 0
Views: 1396
Reputation: 544
I think it might be where you're setting the camera to player.getX() or getY(). That X and Y value points to the corner of the player sprite. Try setting the camera to
player.getX() + (player.getWidth() / 2)
and
player.getY() + (player.getHeight() / 2)
which should be the center of the player sprite.
Upvotes: 2