Reputation: 39
I am attempting to build an android game using LibGDX. This is my first android app, so forgive me if what I am asking for is simple. I am trying to draw a sprite, but nothing seems to show up. I was thinking that maybe the sprite is drawn outside of the camera space, but even when I take the camera back(showing out of game area), I can't see the sprite. I have spent quite a while trying to find the problem, and I have not been able to. This is my Playstate Class:
public class PlayState extends State{
private Man man;
private Cannon cannon;
private Texture cannontop;
private Texture bg;
private SpriteBatch sb;
public PlayState(GameStateManager gsm) {
super(gsm);
cannon = new Cannon();
cannontop = new Texture("Cannon.png");
man = new Man(0, (Gdx.graphics.getHeight() / 4));
bg = new Texture("background.png");
cam.setToOrtho(false, 2160, 3840);
}
@Override
protected void handleInput() {
// finish later
}
@Override
public void update(float dt) {
man.update(dt);
//cannon.update();
}
public void create(){
sb = new SpriteBatch();
}
@Override
public void render(SpriteBatch sb) {
sb.setProjectionMatrix(cam.combined);
sb.begin();
sb.draw(bg, cam.position.x - (cam.viewportWidth / 2), 0);
sb.draw(man.getTexture(), man.getPosition().x, man.getPosition().y);
//sb.draw(cannon.getTexture(), cannon.getPositionx(), cannon.getPositiony());
cannon.getCannon().draw(sb);
sb.draw(cannontop, (bg.getWidth()/ 2) - (cannon.getTextureWidth() / 2) - 23, (bg.getHeight() / 2) + (bg.getHeight() / 5));
//sb.draw(cannon.getTexture(), (bg.getWidth()/ 2) - (cannon.getTextureWidth() / 2), (bg.getHeight() / 2) + (bg.getHeight() / 5) - (cannontop.getWidth() / 2) + 8);
sb.end();
}
@Override
public void dispose() {
bg.dispose();
man.dispose();
cannon.dispose();
}
}
The sprite that I am trying to draw is in the cannon class. This is my cannon class:
public class Cannon {
private Texture cannend;
private Texture bg;
private Texture cannonmain;
private SpriteBatch batch;
private Sprite cannon;
public Cannon(){
cannonmain = new Texture("Cannon.png");
bg = new Texture ("background.png");
cannend = new Texture("cannonend.png");
cannon = new Sprite(cannend, (bg.getWidth()/ 2) - (cannend.getWidth() / 2), (bg.getHeight() / 2) + (bg.getHeight() / 5) - (cannonmain.getWidth() / 2) + 8, (cannend.getWidth()), (cannend.getHeight()));
cannon.setPosition((bg.getWidth()/ 2) - (cannend.getWidth() / 2), (bg.getHeight() / 2) + (bg.getHeight() / 5) - (cannonmain.getWidth() / 2) + 8);
cannon.setRotation(70);
cannon.setCenter((bg.getWidth()/ 2) , (bg.getHeight() / 2) + (bg.getHeight() / 5) + 3*(cannend.getHeight() / 4));
}
//public update(dt){
// stuffff
// }
public Sprite getCannon(){
return cannon;
}
public float getPositionx(){
return cannon.getX();
}
public float getPositiony(){
return cannon.getY();
}
public void dispose(){
cannonmain.dispose();
cannend.dispose();
bg.dispose();
}
public Texture getTexture(){
return cannend;
}
public float getTextureWidth(){
return cannend.getWidth();
}
}
I apologise is the sprite/texture names are confusing. Please ignore the comments, as they are there for the future/alternative things that I have tried. I would like to know what I could do to get the Sprite to appear. Also, would the sprite rotate after I make it appear? Any help is massively appreciated. Thanks.
state class:
public abstract class State {
protected OrthographicCamera cam;
protected Vector3 mouse;
protected GameStateManager gsm;
protected State(GameStateManager gsm) {
this.gsm = gsm;
cam = new OrthographicCamera();
mouse = new Vector3();
}
protected abstract void handleInput();
public abstract void update(float dt);
public abstract void render(SpriteBatch sb);
public abstract void dispose();
}
Upvotes: 1
Views: 576
Reputation: 76
You should draw your sprites with sprite.draw(spritebatch)
, instead of spritebatch.draw(sprite)
.
Also, what's the use of the State class? Is Playstate supposed to be a screen? Then you should probably implement the Screen interface in your class, which will then use the methods you want, like 'render', 'dispose', ...
Upvotes: 1
Reputation: 69
May be libgdx cannot draw sprites because duplicating any SpriteBatch.begin();
and duplicating SpriteBatch.end();
in stack of calls
Upvotes: 0
Reputation: 1094
Remove SpriteBatch sb parameter from render method Just use like
@Override
public void render()
Upvotes: 0