Reputation: 805
so I am doing what is suppose to be a simple game but I think I might be complicating things. I have a camera for the GameScreen and a viewPort which follow the position of the player and when it reaches to points on the sides, the camera stops following the player and stays in one point.
This by itself works fine, but then I wanted to add the pause menu and some other features in the game, creating a hud class with its own camera and viewport as well as a Stage and a shapeRenderer.
The problem comes when I create the instance of this hud inside my gameScreen, the camera that I am looking while I am playing looks like is the hudCam, which does not follow the player and basically does not let me see the player when it reaches the edges of the screen.
This is my GameScreen Class:
public class GameScreen implements Screen {
WowInvasion game;
ScrollingBackground background;
private OrthographicCamera gameCam;
private Viewport gameViewPort;
/*
Basically I wanna keep the same sprites running while in the menu, playing and till dead
therefore, I'll have a switch statement with cases on where the games at, inside the functions needed. That way I'll keep
the game has a background for the menu and there's no need for running a second screen.
*/
public static final int MAIN_MENU = 0;
public static final int GAME = 1;
private static int state = 1; //current state. starts with MAIN_MENU //DEBUGGING GAME SCREEN
//STAGES
private GameStage gameStage; //game ui
private menuStage mainMenu; //Main menu of the game
private Hud hud;
//Resources
private TextureAtlas atlas; //for the textures most
private Skin skin; //for the styles and fonts
//Sprites
private Player player;
//Shapes
private float progressPower; //for the power to build up
private final float POWER_CHARGED = 1000; //limit to get power
private final float DECREASING_POWER = 20; //limit to get power
public GameScreen(WowInvasion game){
this.game = game;
gameCam = new OrthographicCamera();
gameCam.setToOrtho(false, WowInvasion.WIDTH, WowInvasion.HEIGHT);
gameViewPort = new StretchViewport(WowInvasion.WIDTH, WowInvasion.HEIGHT, gameCam);
progressPower = 0f;
game.wowAssetManager.loadTexturesGameScreen(); // tells our asset manger that we want to load the images set in loadImages method
game.wowAssetManager.loadSkins(); //load the needed skins
game.wowAssetManager.manager.finishLoading(); // tells the asset manager to load the images and wait until finsihed loading.
skin = game.wowAssetManager.manager.get("ui/menuSkin.json");
}
@Override
public void show() {
game.batch.setProjectionMatrix(gameCam.combined);
background = new ScrollingBackground();
atlas = game.wowAssetManager.manager.get(WowAssetManager.GAME_ATLAS); //declaring atlas
mainMenu = new menuStage(gameViewPort, game.batch, skin, game); //pass it so that we only use one batch and one same viewport
gameStage = new GameStage(gameViewPort, game.batch, skin, game);
hud = new Hud(game.batch, skin);
player = new Player(atlas.findRegion("player"), (int) gameCam.viewportWidth / 2, (int) gameCam.viewportHeight / 2);
switch(state){
case MAIN_MENU:
Gdx.input.setInputProcessor(mainMenu);
break;
case GAME:
background.setFixedSpeed(false); //does not work in here
}
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
if(state == GAME) {
background.setFixedSpeed(false);
player.update(delta, gameCam.viewportWidth, gameCam.viewportHeight); //updating player for movement
//really cheap way to charge power with velocity
if(progressPower != POWER_CHARGED) {
progressPower += Math.abs(player.getVelocity().x) + Math.abs(player.getVelocity().y);
progressPower -= DECREASING_POWER;
}
else
progressPower = POWER_CHARGED / 4;
}
mainMenu.act(Math.min(Gdx.graphics.getDeltaTime(), 1 / 30f)); //updating while making sure delta won't be more than 1/30f.
gameStage.act(Math.min(Gdx.graphics.getDeltaTime(), 1 / 30f));
game.batch.begin();
background.updateAndRender(delta, game.batch); //updating scrolling background
player.draw(game.batch);
game.batch.end();
mainMenu.draw(); //draw the menu stage
gameStage.draw(); //draw the ui stage for the game
hud.getStage().draw();
hud.renderRotateMeter();
updateCamera(0, WowInvasion.WIDTH);
System.out.println(player.getPosition().x);
}
public void updateCamera(float startX, float endX){
Vector3 position = gameCam.position;
//linear interpolation : a + (b - a) * lerp
//b = player position
//a = current camera position
//lerp = interpolation factor
position.x = gameCam.position.x + (player.getPosition().x - gameCam.position.x) * .1f;
//making the camera stay when the player gets to close to the sides
if(position.x < startX) {
position.x = startX;
}
if(position.x > endX){
position.x = endX;
}
gameCam.position.set(position);
gameCam.update();
}
@Override
public void resize(int width, int height) {
gameViewPort.update(width, height);
//hud.getViewport().update(width, height);
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void hide() {
dispose();
}
@Override
public void dispose() {
mainMenu.dispose();
gameStage.dispose();
game.dispose();
hud.dispose();
}
public static void setState(int state) {
GameScreen.state = state;
}
}
And this is my HUD:
public class Hud implements Disposable{
private Stage stage;
private Viewport viewport;
Button buttonPause, buttonResume;
private OrthographicCamera hudCam;
private ShapeRenderer sp; //like a batch for shapes
public Hud(SpriteBatch sb, Skin skin){
hudCam = new OrthographicCamera();
hudCam.setToOrtho(false, WowInvasion.WIDTH, WowInvasion.HEIGHT);
viewport = new StretchViewport(WowInvasion.WIDTH, WowInvasion.HEIGHT, hudCam);
stage = new Stage(viewport, sb);
sp = new ShapeRenderer();
Table table = new Table();
table.top();
//this makes the table the size of the stage
table.setFillParent(true);
buttonPause = new Button(skin, "pause");
buttonPause.setTransform(true);
buttonPause.addListener(new ClickListener(){ //listener to handle event
@Override
public void clicked(InputEvent event, float x, float y) {
}
});
buttonResume = new Button(skin, "resume");
buttonResume.setTransform(true);
buttonResume.setScale(0.5f);
buttonResume.addListener(new ClickListener(){
@Override
public void clicked(InputEvent event, float x, float y) {
buttonResume.setVisible(false);
}
});
table.add(buttonPause);
table.row();
table.add(buttonResume);
stage.addActor(table);
}
public void renderRotateMeter(){
sp.setProjectionMatrix(hudCam.combined);
sp.begin(ShapeRenderer.ShapeType.Filled);
sp.setColor(Color.YELLOW);
sp.rect(hudCam.position.x,hudCam.position.y, WowInvasion.WIDTH / 2, 20);
sp.end();
}
public Viewport getViewport() {
return viewport;
}
public Stage getStage() {
return stage;
}
@Override
public void dispose() {
stage.dispose();
sp.dispose();
}
}
thanks in advance!
EDIT
so I tried passing the gameCam has a parameter to the hud and instead of making a new OrthographicCamera I used that one has the hudCamara as well and well, the movement with the player is perfect except now the thins from the Hud do not move at all..
Upvotes: 1
Views: 949
Reputation: 2601
It looks like you only set projectionMatrix
to only HUD camera as seen in
sp.setProjectionMatrix(hudCam.combined);
Try to set it the same to other stuff outside of the HUD class prior to draw call too.
Another thing to keep in mind is that, when you involve using multiple Viewport
and Camera
in the game as most of the time it will be 1 Viewport
matching with 1 Camera
and work with another set as in your case. In draw call, you need to call apply()
or apply(true)
of Viewport
class too to tell the system that you will draw based on which viewport thus in turn it will adhere to screen coordinate that was set up by viewport's attaching camera.
So assume you have 2 objects that needed to be called in different viewport consecutively, do it like the following code. The methods call is correct according to libgdx API but variable names are fictional.
// draw objA adhering to viewportA (thus cameraA) <-- assume it's player cam
sb.setProjectionMatrix(cameraA.combined);
viewportA.apply();
objA.draw();
// draw objB adhering to viewportB (thus cameraB) <-- assume it's HUD cam
sb.setProjectionMatrix(cameraB.combined);
viewportB.apply(true); // send in true as for HUD, we always want to center the screen
objB.draw();
In summary, 2 things to keep in mind when drawing objects that use multiple of camera and viewport in consecutive draw call.
SpriteBatch
or ShapeRenderer
.apply()
or apply(true)
of Viewport
class to let it know you work with this viewport.Upvotes: 2