Reputation: 41
I want a camera to follow an Actor. I've watched a lot of tutorials on how to do this but I get a weird bug. The Actor i created called "skeleton" seems to move away from the camera and not on the X axis. The camera moves over static sprites fine.
I used 3 different types of moving the actor. None of them seem to work. Sry for the bad code aswell.
Playscreen:
public class PlayScreen implements Screen {
OrthographicCamera camera;
Table table;
Stage stage;
Viewport viewport;
private MyGdxGame game;
skeleton skeleton;
public PlayScreen(MyGdxGame game){
this.game = game;
camera = new OrthographicCamera(1f, (Gdx.graphics.getHeight()/Gdx.graphics.getWidth()));
viewport =new FitViewport(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(),camera);
skeleton = new skeleton();
stage = new Stage(new ScreenViewport());
skeleton.setPosition((Gdx.graphics.getWidth()/2)-(skeleton.getWidth()/2),((Gdx.graphics.getHeight()/1.75f)-(skeleton.getHeight()/1.4f)));
stage.addActor(skeleton);
Gdx.input.setInputProcessor(stage);
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(1,0,0,1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
skeleton.moveRight();
camera.position.x = skeleton.getX() + skeleton.getOriginX();
camera.position.y = skeleton.getY() + skeleton.getOriginY();
camera.update();
game.batch.setProjectionMatrix(camera.combined);
Gdx.input.setInputProcessor(stage);
stage.act(Gdx.graphics.getDeltaTime());
stage.draw();
}
@Override
public void resize(int width, int height) {
viewport.update(width,height);
}
Skeleton Actor:
public class skeleton extends Actor {
SpriteBatch batch;
Texture img;
int frame = 0;
int zeile = 0;
TextureRegion[][] regions;
public Sprite sprite;
public skeleton(){
batch = new SpriteBatch();
img = new Texture(Gdx.files.internal("Warrior Skeleton Animations/Walking/walk.png"));
//ANIMATION
regions = TextureRegion.split(img,572,953);
sprite = new Sprite(regions[0][0]);
code to make it an animation...
(works fine don't wont to enlarge the code here any further)
setBounds(sprite.getX(),sprite.getY(),sprite.getWidth(),sprite.getHeight());
}
public void moveRight(){
//First way of moving
MoveByAction mba = new MoveByAction();
mba.setAmount(10f,0f);
mba.setDuration(1/10f);
skeleton.this.addAction(mba);
//Second way of moving
//this.setPosition(this.getX()+10,this.getY());
//setBounds(sprite.getX(),sprite.getY(),sprite.getWidth(),sprite.getHeight());
//Third way of moving
//sprite.translateX(1);
//setBounds(sprite.getX(),sprite.getY(),sprite.getWidth(),sprite.getHeight());
}
@Override
protected void positionChanged() {
sprite.setPosition(getX(),getY());
super.positionChanged();
}
@Override
public void draw(Batch batch, float parentAlpha){
sprite.draw(batch);
}
@Override
public void act(float delta) {
super.act(delta);
}
}
I've tried moving the camera independently from the skeleton actor like this: camera.position.x = camera.position.x + 100;
And the actor still moves away from the camera even if the camera moves faster than the actor.
I also tried moving the camera with the coordinates of the sprite itself from the skeleton actor. Same error though.
Thanks in advance.
Upvotes: 1
Views: 148
Reputation: 41
I found a way to fix it for me.
If i move the camera itself and not the actor, I get the effect of the actor being moved. This proofs that my actor is bound to my Camera.
I would still love to know why that is and how to fix it though.
Upvotes: 0