Reputation: 1165
I'm using libgdx and I have a tiled map which i want to draw the sprite onto. However the sprite is drawn onto the actual window so when I move the camera, the sprite stays in the same place. ?I want to the sprite to move on the map.
This is how i currently render my objects
@Override
public void render(float delta) {
translateCamera();
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
camera.update();
renderer.setView(camera);
renderer.render(bgLayers);
batch.begin();
batch.draw(splayerSprite, Gdx.graphics.getWidth() / 2,
Gdx.graphics.getHeight() / 2);
batch.end();
renderer.render(fgLayers);
}
It always end up being in the middle of the screen, however I want to be able to move them seperatly like for example the camera with (W,A,S,D) and move my player with the direction keys. Then if I want the camera locks onto the player but other wise its free.
I'm new to libgdx so please bear with me, Thanks
Upvotes: 2
Views: 2576
Reputation: 708
batch.draw(splayerSprite, Gdx.graphics.getWidth() / 2, Gdx.graphics.getHeight() / 2);
You are telling the code to draw it to the center of your screen every time. You need to change Gdx.graphics.getWidth() / 2
and Gdx.graphics.getHeight() / 2
to actual values that change based on your input.
Edit #2: The line batch.setProjectionmatrix(camera.combined);
is needed in addition to everything I have mentioned, I both did not notice that specific line was already in my code (it is included in the default libGDX project), and did not try running my demo with that line removed. I hope that clears up any confusion I may have caused.
Edit: Since apparently nobody really liked my answer, I went and wrote a demo using the controls specified in a clean libGDX game. Regardless of where the camera is aimed at (since it is being translated), the sprite was always being rendered in the center of the global screen. It is very much necessary to use the sprite's position in the batch.draw()
instead of a static position, otherwise it will not move.
package com.me.mygdxgame;
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.math.Vector2;
public class MyGdxGame implements ApplicationListener {
private OrthographicCamera camera;
private SpriteBatch batch;
private Texture texture;
private Sprite sprite;
private Sprite background;
private boolean lockToSprite;
private Vector2 vecCamera;
private Vector2 vecSprite;
@Override
public void create() {
float w = Gdx.graphics.getWidth();
float h = Gdx.graphics.getHeight();
camera = new OrthographicCamera(w, h);
batch = new SpriteBatch();
lockToSprite = true;
vecCamera = new Vector2();
vecSprite = new Vector2();
texture = new Texture(Gdx.files.internal("data/libgdx.png"));
texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
TextureRegion region = new TextureRegion(texture, 0, 0, 512, 275);
sprite = new Sprite(region);
sprite.setSize(0.1f * sprite.getWidth(), 0.1f * sprite.getHeight());
sprite.setOrigin(sprite.getWidth()/2, sprite.getHeight()/2);
sprite.setPosition(-sprite.getWidth()/2, -sprite.getHeight()/2);
background = new Sprite(region);
background.setOrigin(background.getWidth() / 2, background.getHeight() / 2);
System.out.println(background.getOriginX());
background.setPosition(-background.getWidth() / 2, -background.getHeight() / 2);
}
@Override
public void dispose() {
batch.dispose();
texture.dispose();
}
@Override
public void render() {
camera.translate(vecCamera);
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
camera.update();
camera.translate(vecCamera.cpy().mul(-1));
float moveSensitivity = 0.9f;
Vector2 vecInputSprite = new Vector2();
if (Gdx.input.isKeyPressed(Keys.UP))
vecInputSprite.y += moveSensitivity;
if (Gdx.input.isKeyPressed(Keys.DOWN))
vecInputSprite.y -= moveSensitivity;
if (Gdx.input.isKeyPressed(Keys.LEFT))
vecInputSprite.x -= moveSensitivity;
if (Gdx.input.isKeyPressed(Keys.RIGHT))
vecInputSprite.x += moveSensitivity;
if (Gdx.input.isKeyPressed(Keys.N))
vecSprite.set(new Vector2());
Vector2 vecInputCamera = new Vector2();
if (Gdx.input.isKeyPressed(Keys.W))
vecInputCamera.y += moveSensitivity;
if (Gdx.input.isKeyPressed(Keys.S))
vecInputCamera.y -= moveSensitivity;
if (Gdx.input.isKeyPressed(Keys.A))
vecInputCamera.x -= moveSensitivity;
if (Gdx.input.isKeyPressed(Keys.D))
vecInputCamera.x += moveSensitivity;
if (Gdx.input.isKeyPressed(Keys.R)) {
vecCamera.set(new Vector2());
lockToSprite = false;
}
if (vecInputCamera.len2() != 0)
lockToSprite = false;
else if (Gdx.input.isKeyPressed(Keys.L))
lockToSprite = true;
if (lockToSprite) {
vecCamera.set(vecSprite);
} else {
vecCamera.add(vecInputCamera);
}
vecSprite.add(vecInputSprite);
batch.setProjectionMatrix(camera.combined);
batch.begin();
background.draw(batch);
sprite.setPosition(vecSprite.x, vecSprite.y);
sprite.draw(batch);
//batch.draw(sprite, vecSprite.x, vecSprite.y);
batch.end();
}
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
}
Upvotes: 2
Reputation: 11006
The problem is the SpriteBatch projection matrix isn't being set to the Camera projection matrix. This means the Sprite
is not being rendered relative to the Camera
. This is why the camera is moving, but the sprite is not; the correct matrix is not being used.
Also the sprite is being rendered always at half the screen's width, and half the screen's height. To fix this Call sprite.draw. This will use the Sprite's internal position.
Set the SpriteBatch
projection matrix via batch.setProjectionMatrix(camera.combined). This will cause the sprite to be rendered relative to the camera.
@Override
public void render(float delta) {
translateCamera();
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
camera.update();
renderer.setView(camera);
renderer.render(bgLayers);
//here's the line that was missing.
batch.setProjectionMatrix(camera.combined);
batch.begin();
//be sure to call this instead of specifying position yourself!
splayerSprite.draw(batch);
batch.end();
renderer.render(fgLayers);
}
You'll still need to handle snapping the camera's position to the sprite's position whenever WASD is pressed, but that's trivial.
//snap the camera to the sprite's center.
if(wasd_isDown){
float centerX = sprite.getX()+sprite.getWidth()/2;
float centerY = sprite.getY()+sprite.getHeight()/2;
camera.position.set(x,y, 0);
}
If direction keys are pressed, just translate the camera's position vector via Vector3.add like so:
if(!wasd_isDown){
float deltaX = 0;
float deltaY = 0;
float MOVE_DIST = 10;//or whatever you need.
if(leftPressed) deltaX = -MOVE_DIST;
else if(rightPressed) deltaX = MOVE_DIST;
if(upPressed)deltaY = MOVE_DIST;
else if(downPressed)deltaY = -MOVE_DIST;
camera.position.add(deltaX, deltaY, 0);
}
This will allow the camera to move independently only when the player uses directional keys, and will allow the sprite be be rendered in relation to the camera's orientation. It will also snap the camera immediately back to the sprite when WASD is pressed.
Upvotes: 6