libgdx

rendering video on a texture in LibGDX

雨燕双飞 提交于 2021-02-07 13:38:36
问题 i am new to LibGDX i'm building a game and i have an animated background that has about 10 seconds of animation (250 frames aprox.) since it's useless to try and build a sprite sheet for this (large background of course) is there a way to render video files are png sequence to a texture so i can have my animated background drawn in the game? 回答1: There is now an extension for video playback gdx-video. 回答2: If your idea is to put a texture on background and render the image and timely replace

libgdx leave screen and screen lifecycle

旧巷老猫 提交于 2021-02-07 08:43:55
问题 The following command: game.setScreen(new GameScreen()); launches you into a new screen, similar to Android's startActivity() . But then how do you leave the screen and return the screen that called you (similar to Android's finish() )? Plus, is there a graphic showing the screen lifecycle for LibGDX similar to Android? 回答1: The screen lifecycle is actually pretty much the same like Android's lifecycle, because that's what they had to cover when designing libgdx. Basically the Android

libgdx leave screen and screen lifecycle

前提是你 提交于 2021-02-07 08:42:01
问题 The following command: game.setScreen(new GameScreen()); launches you into a new screen, similar to Android's startActivity() . But then how do you leave the screen and return the screen that called you (similar to Android's finish() )? Plus, is there a graphic showing the screen lifecycle for LibGDX similar to Android? 回答1: The screen lifecycle is actually pretty much the same like Android's lifecycle, because that's what they had to cover when designing libgdx. Basically the Android

LibGDX project can't find assets folder

最后都变了- 提交于 2021-02-07 06:48:20
问题 I have suddenly run into an issue with my build environment and I can't figure out why. I can run my project just fine using gradlew desktop:run however, when I try to run the project from Eclipse using right-click run as desktop application (on the desktop project of course) it suddenly cannot find my pack.atlas file. There is no doubt the file exsts. I have refreshed my eclipse project multiple times and the project runs fine using gradle commandline. It was working fine yesterday. The only

How to add a share intent with robovm (libgdx)?

此生再无相见时 提交于 2021-02-06 15:26:30
问题 So for android devices there is a default share intent function that you call that will list all the apps that is downloaded on the device with that allows sharing of content. How would I do this using robovm, here is a Screen shot of what I am trying to achieve. Also on a side note, what I want to ultimately do is take a screenshot of their device and post it to whatever social media site the user chooses. Any help would be greatly appreciated :D 回答1: For iOS users: RoboVM is deprecated in

How to add a share intent with robovm (libgdx)?

拥有回忆 提交于 2021-02-06 15:20:39
问题 So for android devices there is a default share intent function that you call that will list all the apps that is downloaded on the device with that allows sharing of content. How would I do this using robovm, here is a Screen shot of what I am trying to achieve. Also on a side note, what I want to ultimately do is take a screenshot of their device and post it to whatever social media site the user chooses. Any help would be greatly appreciated :D 回答1: For iOS users: RoboVM is deprecated in

LIBGDX creating a main menu

与世无争的帅哥 提交于 2021-02-06 09:33:47
问题 So i want to create a mainmenu for my game and i'm stuck on what to do next i have all the art done and it's all in layers and packed in a .pack public class MainMenu implements Screen { CrazyZombies game; Stage stage; BitmapFont font; TextureAtlas MainMenu; Texture road; Skin skin; SpriteBatch batch; public MainMenu(CrazyZombies game){ this.game = game; } @Override public void render(float delta) { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); Gdx.gl.glClearColor(0.09f, 0.28f, 0.2f, 1); stage

LIBGDX creating a main menu

北城余情 提交于 2021-02-06 09:31:30
问题 So i want to create a mainmenu for my game and i'm stuck on what to do next i have all the art done and it's all in layers and packed in a .pack public class MainMenu implements Screen { CrazyZombies game; Stage stage; BitmapFont font; TextureAtlas MainMenu; Texture road; Skin skin; SpriteBatch batch; public MainMenu(CrazyZombies game){ this.game = game; } @Override public void render(float delta) { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); Gdx.gl.glClearColor(0.09f, 0.28f, 0.2f, 1); stage

LibGdx too much FPS. How to limit?

荒凉一梦 提交于 2021-02-05 04:58:13
问题 I'm doing a game and I have a problem on some (strange) low end android devices (Galaxy S mini, Galaxy ACE ), with actually bad hardware. The FPS is on both devices 85+, and on other devices (HTC Desire, Sony Xperia Arc S, Samsung Galaxy S, HTC Wildfire ) the FPS is "normal" (around 60FPS). Also 60 FPS is showing on computer too. Obviously 85+ FPS is too much, because the game experience is different and it may cause unfair advantage to those players who are playing on 85FPS+. I want to limit

LibGdx too much FPS. How to limit?

∥☆過路亽.° 提交于 2021-02-05 04:56:45
问题 I'm doing a game and I have a problem on some (strange) low end android devices (Galaxy S mini, Galaxy ACE ), with actually bad hardware. The FPS is on both devices 85+, and on other devices (HTC Desire, Sony Xperia Arc S, Samsung Galaxy S, HTC Wildfire ) the FPS is "normal" (around 60FPS). Also 60 FPS is showing on computer too. Obviously 85+ FPS is too much, because the game experience is different and it may cause unfair advantage to those players who are playing on 85FPS+. I want to limit