Reputation: 1
I am creating a game in LibGDX. I have taken the tiles used in Pixel Dungeon and created a tile map using Tiled.
The main character's class is a subclass of Actor
, and because the character is animated, I am using this code to draw the sprite:
if (direction.isEastwards() || direction.isNorthwards()) {
Vector3 projectedPosition = getLocation().getCamera().project(
new Vector3(16 * getX() + 1, Gdx.graphics.getHeight()
- (16 * getY()) - 15, 0));
batch.draw(current.getKeyFrame(
animTime += Gdx.graphics.getDeltaTime(), true),
projectedPosition.x, projectedPosition.y);
} else {
Vector3 projectedPosition = getLocation().getCamera().project(
new Vector3(16 * getX() + 13, Gdx.graphics.getHeight()
- (16 * getY()) - 15, 0));
batch.draw(current.getKeyFrame(
animTime += Gdx.graphics.getDeltaTime(), true),
projectedPosition.x, projectedPosition.y);
}
When I launch the game in Eclipse, the sprite initially appears in the correct location. However, if I resize the screen, the sprite ceases to be in the correct location and eventually will disappear off the map.
The same thing happened before I started using projection, and I figured the problem was related to projection. As this is an area I have not explored before I decided after an hour of being able to solve this to ask for help.
The animation flips depending on which direction the character faces, which is why the if/else clause is there.
Addendum: The stage is created with new Stage(new ExtendViewport(800,600),batch);
, the resize method updates the camera, and the batch is set to the projection matrix.
Here is more relevant code:
Camera and map initialisation:
camera=new OrthographicCamera();
camera.setToOrtho(false,Gdx.graphics.getWidth(),Gdx.graphics.getHeight());
mapRenderer=new OrthogonalTiledMapRenderer(map,batch);
Render method:
camera.update();
batch.setProjectionMatrix(camera.combined);
mapRenderer.setView(camera);
mapRenderer.render();
stage.act();
stage.draw();
Resize method:
camera.viewportWidth=width;
camera.viewportHeight=height;
camera.update();
Actor draw method:
@Override
public void draw(Batch batch, float parentAlpha) {
Color color = getColor();
batch.setColor(color.r, color.g, color.b, color.a * parentAlpha);
if (direction.isEastwards() || direction.isNorthwards()) {
Vector3 projectedPosition = getLocation().getCamera().project(
new Vector3(16 * getX() + 1, Gdx.graphics.getHeight()
- (16 * getY()) - 15, 0));
batch.draw(current.getKeyFrame(
animTime += Gdx.graphics.getDeltaTime(), true),
projectedPosition.x, projectedPosition.y);
} else {
Vector3 projectedPosition = getLocation().getCamera().project(
new Vector3(16 * getX() + 13, Gdx.graphics.getHeight()
- (16 * getY()) - 15, 0));
batch.draw(current.getKeyFrame(
animTime += Gdx.graphics.getDeltaTime(), true),
projectedPosition.x, projectedPosition.y);
}
// Walk animation displays for 0.2 seconds
if (current == walk && animTime >= 0.2) {
current = idle;
animTime = 0;
}
}
Upvotes: 0
Views: 712
Reputation: 21
I think the problem it caused because you dont combine the sprite with camera projection. set your spriteBatch like this :
spriteBatch.setProjectionMatrix(camera.combined);
And dont miss update viewport in resize method :
public void resize(int width, int height) {
camera.viewportWidth = width;
camera.viewportHeight = height;
camera.update();
}
With that, you can resize or zoomin zoomout, the spriteBatch it scalled to the camera projection.
Upvotes: 1