Reputation: 125
I'm new to LibGDX and I am taking it slowly. I'm still trying to understand most things which is why typically google searches don't help due to the fact that their too complicated. I have a main menu that has text that I want centered no matter what the screen size is. Here is the code that I have for that menu.
public class Menu implements Screen {
SlingshotSteve game;
OrthographicCamera camera;
public Menu(final SlingshotSteve gam) {
this.game = gam;
camera = new OrthographicCamera();
camera.setToOrtho(false, 800, 480);
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0.2f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
game.batch.setProjectionMatrix(camera.combined);
game.batch.begin();
game.font.draw(game.batch, "Welcome to Slingshot Steve!!! ", 100, 150);
game.font.draw(game.batch, "Tap anywhere to begin!", 100, 100);
game.batch.end();
if (Gdx.input.isTouched()) {
game.setScreen((Screen) new GameScreen(game));
dispose();
}
}
@Override
public void resize(int width, int height) {
}
@Override
public void show() {
}
@Override
public void hide() {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void dispose() {
}
}
Upvotes: 0
Views: 536
Reputation: 19776
It is possible to do it the way Nine Magics suggested, however one would usually do it via a Stage
, which is part of scene2d
.
More specifically one would use scene2d.ui which is a bunch of Actor
s like Button
, Image
, Label
etc. You can attach a ClickListener
to a Button
for example and react on this event.
Furthermore, for layouting there is one very powerful Actor
, namely Table
which you can very easily use to center things on the screen.
Some very minimalistic code:
// do this once, in create() or show()
Skin skin = new Skin("uiskin.json"); // get the demo skin from the libgdx test resources
Stage stage = new Stage();
Table table = new Table(skin);
table.add("Welcome to Slingshot Steve!!!");
table.row();
table.add("Tap anywhere to begin!");
stage.addActor(table);
// do this in your render loop
stage.act();
stage.draw();
You can find the "default" skin resources here. You need to get all the uiskin.* files.
Upvotes: 1
Reputation: 444
I'm here to save you!
To get width / height from a String drawn with your BitmapFont you can utilize this super nice method:
game.font.getBounds(String string)
And to use it in your case, it would be something like this:
game.font.getBounds("Tap anywhere to begin!").width / 2;
Cheers!
Upvotes: 1