I am developing a game using libgdx and i want to draw a smooth line using shape renderer.
shaperenderer.begin(ShapeType.Line);
shaperenderer.lin
Enable anti-alising in the configuration:
For Desktop:
LwjglApplicationConfiguration config = new LwjglApplicationConfiguration();
config.samples = 2;
new LwjglApplication(new MyGdxGame(Helper.arrayList(arg)), config);
For Android:
AndroidApplicationConfiguration config = new AndroidApplicationConfiguration();
config.numSamples = 2;
initialize(new MyGdxGame(null), config);
Or you could create a white pixmap of 1x1 and use it to create a sprite and draw the line using that sprite, I personally prefer this method istead of ShapeRenderer (note that there is no rotation in this method):
/**
* draws a line on the given axis between given points
*
* @param batch spriteBatch
* @param axis axis of the line, vertical or horizontal
* @param x x position of the start of the line
* @param y y position of the start of the line
* @param widthHeight width or height of the line according to the axis
* @param thickness thickness of the line
* @param color color of the line, if the color is null, color will not be changed.
*/
public static void line(SpriteBatch batch, Axis axis, float x, float y, float widthHeight, float thickness, Color color, float alpha) {
if (color != null) sprite.setColor(color);
sprite.setAlpha(alpha);
if (axis == Axis.vertical) {
sprite.setSize(thickness, widthHeight);
} else if (axis == Axis.horizontal) {
sprite.setSize(widthHeight, 1);
}
sprite.setPosition(x,y);
sprite.draw(batch);
sprite.setAlpha(1);
}
With some modifications to the previous method, you can come up with this method to draw a line with rotation.
public static void rotationLine(SpriteBatch batch, float x1, float y1, float x2, float y2, float thickness, Color color, float alpha) {
// set color and alpha
if (color != null) sprite.setColor(color);
sprite.setAlpha(alpha);
// set origin and rotation
sprite.setOrigin(0,0);
sprite.setRotation(getDegree(x2,y2, x1, y1));
// set position and dimension
sprite.setSize(distance(x1,y1,x2,y2),thickness);
sprite.setPosition(x1, y1);
// draw
sprite.draw(batch);
// reset rotation
sprite.rotate(0);
}
public static float getDegree(float x, float y, float originX, float originY) {
float angle = (float) Math.toDegrees(Math.atan2(y - originY, x - originX));
while (angle < 0 || angle > 360)
if (angle < 0) angle += 360;
else if (angle > 360) angle -= 360;
return angle;
}
public static float distance(float x, float y, float x2, float y2) {
return (float) Math.sqrt(Math.pow((x2 - x), 2) + Math.pow((y2 - y), 2));
}