Reputation: 15
I have a camera in my GameStage class and am trying to translate the camera when the left or right arrow keys are pressed. When I press either key and print the camera x position it changes, but nothing moves (actors on screen stay in the same position). What am I doing wrong?
Screen Render Method:
public void render(float delta) {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
Gdx.gl.glClearColor(255, 255, 255, 255);
gameStage.update();
gameStage.draw();
gameStage.act(delta);
}
Stage Code Involving the Camera:
public GameStage() {
super(new ScalingViewport(Scaling.stretch, Lib.WIDTH, Lib.HEIGHT, new OrthographicCamera(Lib.WIDTH, Lib.HEIGHT)));
initCamera();
Gdx.input.setInputProcessor(this);
}
public void initCamera() {
camera = new OrthographicCamera(Lib.WIDTH, Lib.HEIGHT);
camera.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2, 0f);
camera.update();
}
public void updateCamera() {
if (Gdx.input.isKeyPressed(Input.Keys.LEFT)) {
camera.translate(-5, 0);
} else if (Gdx.input.isKeyPressed(Input.Keys.RIGHT)) {
camera.translate(5, 0);
}
camera.update();
}
public void update() {
updateCamera();
}
Thanks :)
Upvotes: 1
Views: 400
Reputation: 1326
From you visible code I would say that the problem is you have two camera
s.
One is created when you are calling super
constructor. And one created manually. Even if you are translating the camera
you created, for rendering batch
will use stage
s camera
.
Remove the camera
you created and work only with stage
s camera
.
Upvotes: 2