B4A Library libGDX - Game Engine

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One of the best game engines for Android is now available to B4A users. Unleash your creativity!

You can read a description of this library in this guide.

Download for B4A v10.60 and older (4 MB)
Download for B4A v10.70 and newer (4 MB)

Starting from version 1.13, the library is compiled with Java 8, and thus requires a recent version of B4A and Java 8+.
To install the library, copy the .jar file and the .xml file in your libraries folder.

This library is not compatible with the Debug mode. Ensure that you always compile in Release mode.

Download also the examples and templates.

You can reduce the weight of the library if you want to keep your APK file as small as possible. Read this post to learn how to create your Lite version.

Tutorials:
How to make games
Introduction to the libGDX library
PacDroid: from scratch to fun
Shaders

Take also a look at the Cloney Bird tutorial by andymc.

Plugins:
Box2DLights
SpecialFX

Versions:
v1.14:
- I fixed a bug when Looping was changed during the execution of a sound;
- I added the RenderImageLayerAt function to all map renderers;
- I added the support of the new packaging tool used by B4A v10.70 (this mainly fixes the problem of / in paths of internal assets);
- I updated the manifest of all examples.

v1.13:
- I fixed a bug when the device was rotated (the Timer thread, for example, was not disposed which caused a problem in lgGestureDetector);
- I added two functions for Tiled maps: renderImageLayerAt and renderTileLayerAt.

v1.12:
- I added the .so libraries for 64 bits CPU;
- I added the PinchStop event to lgGestureDetector;
- I added the Orientation property to lgBox2DTransform;
- I fixed minor bugs.

v1.11:
- I fixed several bugs;
- I removed the unwanted delay after a change of screen in the Render event;
- I added the lgAsyncExecutor and lgAsyncTask classes;
- I added the missing file for the Progression demo;
- I updated the Freetype library (.so).

v1.10:
- I fixed several bugs;
- I added the support of expansion files: classes lgZipResourceFile and lgZipEntry, functions lgFiles.SetAPKExpansion and lgFiles.ExpansionFile (untested);
- I added a HashCode function to all lg...Array classes;
- I added a dozen of predefined colors to lgColor;
- I added the "raw_y" property to lgMapObjects;
- I added the grow, growX and growY functions to lgScn2DTableCell;
- I added the lerpAngle and lerpAngleDeg functions to lgMathUtils;
- I improved Atan2 in lgMathUtils;
- the collision objects of TMX tiles are now accessible via the Objects property of lgMapAnimatedTiledMapTile and lgMapStaticTiledMapTile;
- I added two new examples: Progression and Map_Box2D;
- I updated the manifest of most examples and templates.

v1.09:
- I fixed bugs, notably a major bug that crashed sometimes the game in the Render event handler when the current screen is changed;
- I added getColumnWidth and getRowHeight to lgScn2DTable and all classes that inherit from lgScn2DTable;
- I added the defaults function to lgScn2DTableCell;
- TMX files are loaded faster.

1.08:
- I fixed bugs;
- I added the lgFontGeneratorParameters class;
- I added CreateFontWithParam to lgFontGenerator;
- lgFontGenerator can add now a border and a shadow to the generated fonts (via CreateFontWithParam);
- I added Initialize2, LabelAlign and LineAlign to lgScn2DLabel;
- I added SetStateWithoutEvent to lgScn2DButton and lgScn2DTextButton;
- I added TitleLabel and TitleTable to lgScn2DWindow (this deprecates ButtonTable, Title, TitleWidth and TitleAlignment);
- I added getIndex to lgMapLayers and lgMapObjects;
- I added Target to actions of Scene2D;
- I removed Print from lgScn2DGroup (use Log(myGroup) instead);
- lgMapTiledMapImageLayer uses now float values for position;
- lgNinePatch uses now float values for paddings;
- lgPixmapPacker and lgPixmapPackerPage were rewritten (the many changes will break your existing code).

1.07:
- I fixed a few bugs, as usual;
- I added InitializeTransparentView to LibGDX;
- I added the lgKTXTextureData class to support the KTX and ZKTX file formats;
- I added a new demo: Format_KTX;
- I added argb8888 and argb8888ToColor to lgColor
- I added the lgMapAtlasTmxMapLoaderParameters class;
- I added Initialize3 and Load2 to lgMapAtlasTmxMapLoader;
- I added LoadExternal and IsInitialized to lgMapTmxMapLoader;
- I added FrameTiles to lgMapAnimatedTiledMapTile;
- I added a Tag property to lgSprite;
- I added hasOppositeDirection, hasSameDirection, isCollinear, isOnLine, isPerpendicular, AngleRad and rotateRad to lgMathVector2;
- I added rotateRad to lgMathMatrix4;
- I added clamp4, log, log2, Randomize, randomInt, randomInt2, randomSign, randomTriangular and randomTriangular2 to lgMathUtils;
- the random number generator of lgMathUtils uses now the xorshift128+ algorithm;
- I renamed Create2 to Combine in lgMesh;
- I removed the Create and Create3 functions from lgMesh;
- I removed the deprecated Color property from lgVertexAttributesUsage;
- it is possible now to change the KeyFrames array of lgAnimation after its initialization.

v1.06:
- I fixed a few bugs;
- I added a Texture property to lgSprite;
- I added the MotorJoint type to lgBox2DWorld;
- I added GetFixture to lgBox2DBody;
- I added Initialize3 to lgShapeRenderer to allow the use of custom shader programs;
- I added ScaleEffect to lgParticleEffect;
- I added CleanUpBlendFunction to lgParticleEmitter;
- I added scl2 to lgMathVector2;
- I added IsEnabled to lgGLProfiler;
- I added Percent, VisualPercent and VisualInterpolation to lgScn2DProgressBar;
- I added Percent, VisualPercent, VisualInterpolation and VisualInterpolationInverse to lgScn2DSlider;
- I added isLeftEdge, isRightEdge, isTopEdge, isBottomEdge to lgScn2DScrollPane;
- The Reset function of lgScn2DTableCell sets now all constraints to their default values;
- I modified the Map_Hexagonal example to display the coordinates of the touched hex.

v1.05:
- I fixed two bugs;
- the latest TMX format of Tiled Map Editor is now properly decoded (with support of animated tiles and image layers);
- I added the RenderImageLayer function to the map renderers;
- I added the lgMapTiledMapImageLayer class for the image layer of tiled maps;
- I added the OffsetX and OffsetY properties to lgMapAnimatedTiledMapTile and lgMapStaticTiledMapTile;
- I added the CurrentFrame and CurrentFrameIndex properties to lgMapAnimatedTiledMapTile;
- I added the FinishLoadingAsset function to lgAssetManager;
- I added the SetAlpha function to lgBitmapFontCache;
- I added FixtureCount and GetAllFixtures to lgBox2DWorld;
- I added the ResetOnTouchUp property to lgTouchpad;
- I removed Scale and Div from lgMathVector3 because these functions were deprecated.

v1.04:
- I fixed various bugs, notably a bug affecting the Backspace key on the virtual keyboard of some devices;
- I added the missing OpenGL functions in lgGL;
- I added the KeepWithinStage function to lgDragAndDrop;
- I added the dampingRatio and frequencyHz fields to lgBox2DWeldJointDef;
- I added the DampingRatio and Frequency properties to lgBox2DWeldJoint;
- I added the Line6 function to lgShapeRenderer;
- I added VisualScrollPercentX, VisualScrollPercentY and FlickScrollTapSquareSize to lgScn2DScrollPane;
- the LineHeight property of BitmapFonts can be modified;
- I updated the .so files;
- I added an example: Sensors.

v1.03:
- I fixed various bugs;
- I added the VertexColor property to lgPolygonSprite;
- I added the Equals function to lgArray;
- I renamed Ellipse to Ellipsis in lgScn2DLabel;
- I improved the code of lgPixmapIO (less memory used, PNG with compression);
- I fixed a problem with the fragment shaders of two examples.

v1.02:
- I fixed 3 bugs in lgScn2dTable and a few others in other classes;
- I added 4 examples using shaders;
- I removed the lgDefaultGroupStrategy class because it was useless and changed the initialization of lgDecal objects;
- I added the SetRotation function to lgDecal;
- I added the Tint function to lgBitmapFontCache;
- I added the Cancel and Reset functions to lgGestureDetector;
- I added the IsKeyJustPressed function to lgInput;
- I added the Colinear and EnsureCCW functions to lgMathGeometryUtils;
- I added the Equals function to lgMathGridPoint2, lgMathGridPoint3 and lgMathRay;
- I added the IntersectRayRay and DistanceLinePoint2 functions to lgMathIntersector;
- I added the Extract4x3Matrix function to lgMathMatrix4;
- I added the WindowSize property to lgMathWindowedMean;
- I added the IsDrawing function to lgShapeRenderer;
- I added the ColorUnpacked field to lgVertexAttributesUsage;
- I added the Clear function to lgScn2DButtonGroup;
- I added the CancelTouchFocus property to lgScn2DDragAndDrop;
- I added the Rows, Columns, BackgroundTop, BackgroundLeft, BackgroundBottom, and BackgroundRight properties to lgScn2DTable;
- I added the ClearActor function to lgScn2dTableCell;
- I added the ActionsRequestRendering property to lgScn2DStage;
- I renamed CancelTouchFocus2 to CancelTouchFocusExcept in lgScn2DStage;
- I removed the Clear function from lgScn2dTableCell;
- The color markups are now supported by lgScn2dLabel and lgScn2dWindow (title).

v1.01:
- I fixed a handful of minor bugs and a big bug affecting the screen events;
- I added IsDrawing in lgSpriteBatch.

v1.0:
- I fixed bugs in various classes;
- I rewrote big chunks of internal graphics classes;
- the TMX map loaders are now able to read the Rotation property;
- the FrameDuration property of lgAnimation can now be changed during the animation;
- I added an Initialize function to lgMapAnimatedTiledMapTile to be able to set dynamically an animated tile;
- I added two new classes for debugging: lgGLProfiler and lgScn2DDebugRenderer;
- I added DebuggingEnabled and DebugColor to all actors of Scene2D;
- I added ChildrenDebuggingEnabled to all groups of Scene2D;
- I added CellDebugColor to lgScn2DTable and removed all its debug functions;
- I added SetCenterPosition, CenterX and CenterY to all actors of Scene2D;
- I replaced the Widget word by Actor in lgScn2DTableCell;
- I added the Equals and HashCode functions to a few lgMath classes;
- I added the ApproxLength function to lgMathBezier, lgMathBSpline and lgMathCatmullRomSpline;
- I added Set3, SetPosition2, Contains2, Circumference and Area to lgMathCircle;
- I added Set3, SetPosition2, Circumference and Area to lgMathEllipse;
- I added Merge2, Area and Perimeter to lgMathRectangle;
- I added Len and Len2 to lgMathSegment;
- I added Volume and SurfaceArea to lgMathSphere;
- I added Interpolate to lgMathVector2 and lgMathVector3;
- I added the following functions to lgMathMatrix4: mulLeft, Set2, Set3, Set4, Set5, Set6, ScaleX, ScaleY, ScaleZ, ScaleXSquared, ScaleYSquared, ScaleZSquared;
- I added a LoadMipMap event and replaced UseHardwareMipMap by Get/SetGenerationMethod in lgMipMapGenerator;
- Box2D has now its own .so library;
- I added Separations to lgBox2DWorldManifold;
- I added the following functions to lgBox2DEdgeShape: Vertex0, SetVertex0, SetVertex0_xy, HasVertex0, Vertex3, SetVertex3, SetVertex3_xy, HasVertex3;
- I added LocalAxisA to lgBox2DPrismaticJoint;
- I added two new classes to Box2D: lgBox2DMotorJoint and lgBox2DMotorJointDef;
- I added the LoadTextureWithParam function to lgAssetManager and the related lgTextureLoaderParam class;
- I added two new properties (Normalized, Type) and a function (HashCode) to lgVertexAttribute;
- I renamed Color to ColorPacked in lgVertexAttribute;
- I renamed Loop to Repeat in lgSound;
- I renamed consumeCompressedData to consumeCustomData in all TextureData classes;
- I protected some important classes against a repeated initialization to avoid memory leaks and side effects;
- I added a Scene2D_EventsHierarchy demo and modified the following examples: BitmapFont, FrameBuffer, Map_tIDE and Scene2D_Table.

v0.99:
- I fixed numerous bugs, especially in Scene2D where the listeners did not work as expected and actors were not fully re-initialized when Initialize was called again;
- I set to Null the internal objects of classes after a call to Dispose;
- I added the following functions:
+ IsInitialized where it was still missing;​
+ Move to lgArray;​
+ ComputeScaleForPixelHeight to lgBitmapFont;​
+ SetNameForColor, GetColorByName and SetAlpha to lgColor;​
+ Clear to lgMapLayers;​
+ Lerp to lgMathUtils;​
+ Load3 and LoadEmitterImages3 to lgParticleEffect;​
+ SetString to lgScn2DLabel;​
+ Initialize4 to lgScn2DSpriteDrawable, lgScn2DTextureRegionDrawable and lgScn2DTiledDrawable;​
+ UpdateMatrices to lgShapeRenderer;​
+ SetCenterX, SetCenterY and SetCenter to lgSprite;​
- I added a ChildrenCount property to lgScn2DGroup;
- I added a Draw event to lgScn2DImage and lgScn2DLabel;
- I added a Disabled property to lgScn2DScrollPane;
- I added the following predefined colors to lgColor: Olive, Purple, Maroon, Teal, Navy;
- I renamed the alpha function to to255 in lgColor;
- lgBitmapFont and lgBitmapFontCache now support in-string colored text through a simple markup language (see the demo);
- I added the MarkupEnabled property to lgBitmapFont;
- I added a BitmapFont demo;
- I modified the FrameBuffer demo;
- I removed the yUp and yDown parameters from the tiled map loaders and renderers (yUp is now always true);
- I removed Rotation and rotateBy from lgScn2DLabel, lgScn2DList, lgScn2DSelectBox and lgScn2DTouchpad because they were not effective.

v0.98:
- I fixed a bug affecting the scaling and rotation of lgScn2DImage;
- I fixed a bug in lgBox2DParticleEmitter;
- I fixed a bug in lgScn2DButton;
- I added the lgFrameBuffer class and a FrameBuffer demo;
- I added the IsInitialized function where it was missing;
- I added the PolygonRegion type to lgAssetManager;
- I added a Payload parameter to the SrcDragStop event of lgScn2DDragAndDrop;
- I added the Draw2 function to lgScn2DSpriteDrawable;
- I added the Set3 function to lgMathMatrix3.

v0.97:
- I fixed a few bugs (the immersive mode works now as expected);
- I found a solution for the repetition of tiles, so I added two properties (RepeatX, RepeatY) to lgMapTiledMapLayer and I modified the Map demos.
- I added an IsInitialized function to 15 classes;
- I added a RemoveRange function to all the lgArray classes;
- I added the Fling function to lgScn2DScrollPane;
- I added the IsVisualPressed function and the VisualPressedDuration property to lgScn2DClickListener.

v0.96: Major update!
In this version, I:
- removed all the code supporting OpenGL ES 1.x
- fixed a few bugs
- added new classes for decals (2D objects in 3D space): lgDecal, lgDecalBatch, lgCameraGroupStrategy, lgDefaultGroupStrategy, lgSimpleOrthoGroupStrategy
- added an example for decals
- removed the Mesh example as it cannot work with OpenGL 2 without being rewritten
- added the lgScn2DProgressBar class and modified the Scene2D_TextFieldsAndSliders example to show how to use it
- added the IsInitialized function to a dozen of classes
- added these functions:
lgBox2DWheelJoint: isMotorEnabled
lgFontGenerator: CreateFont5, CreateFont6 (for mip maps and filters)
lgMathGeometryUtils: polygonArea, triangleArea
lgMathMatrix3: getScale, getTranslation, setToRotation2, setToRotation3, setToRotationRad, rotateRad
lgMathMatrix4: det3x3, setToRotationRad, setTranslation
lgMathUtils: isEqual, isEqual2, isZero, isZero2
lgMesh: CalculateRadius, CalculateRadius2, CalculateRadiusSquared
lgScn2DDragAndDrop: SetTouchOffset
lgSprite: SetOriginCenter
- added these properties:
lgBox2DJoint: CollideConnected
lgBox2DDistanceJoint, lgBox2DFrictionJoint, lgBox2DRopeJoint, lgBox2DWeldJoint: LocalAnchorA, LocalAnchorB
lgBox2DGearJoint: Joint1, Joint2
lgBox2DPrismaticJoint: LocalAnchorA, LocalAnchorB, MaxMotorForce, ReferenceAngle
lgBox2DWheelJoint: LocalAnchorA, LocalAnchorB, LocalAxisA
lgMathMatrix3: Rotation, RotationRad
lgScn2DActor: isTouchable
lgScn2DScrollPane: ScrollHeight, ScrollWidth, VariableSizeKnobs
lgScn2DWindow: ButtonTable, Resizable, ResizeBorder, TitleWidth
- renamed the functions Translate -> MoveBy, Rotate -> RotateBy and Size -> SizeBy of the lgScn2DActor class
- removed toScreenCoordinates from lgStage and toWindowCoordinates from lgScissorStack
- removed the yDown parameter from ComputePolygon and ComputePolygon2 in the lgMathConvexHull class
- improved a bit the help text of a few functions

v0.95:
Bugfixes and minor improvements
New classes: lgFloatArray, lgIntArray, lgShortArray
The lgMathConvexHull and lgMathEarClippingTriangulator classes are now usable
New functions:
- lgPerspectiveCamera: GetPickRay
- lgScn2DStage: SetViewport2
- lgMathFrustum: pointInFrustum2, sphereInFrustum2, sphereInFrustumWithoutNearFar2
- lgBox2DChainShape: createLoop2
- lgMathIntersector: intersectSegments2
- lgMathVector2: isUnit, isUnit2, isZero, isZero2
- lgMathVector3: set2, isUnit2, isZero2
New configuration setting: useImmersiveMode (for Kitkat)

v0.94:
Bugfixes (including a serious bug with the listeners of Scene2D)
New classes: lgMapTmxMapLoaderParameters and lgMipMapGenerator
New functions:
- lgAnimation: KeyFrames
- lgAssetManager: LoadTMXWithParam
- lgBitmapFontCache: SetColors, SetColors2, SetColorsRGBA
- lgGestureDetector: Initialize2
- lgMapTmxMapLoader: Initialize3, Load2
- lgMathVector2: Rotate90
- lgMesh: UpdateVertices, UpdateVertices2
- lgMusic: Duration, Position
- lgScn2DClickListener: inTapSquare2
- lgScn2DList: ItemHeight
- lgShapeRenderer: RectLine
- lgSocket: RemoteAddress
- lgSprite: Alpha, SetFlip
New parameters: ListBox and ScrollPane styles in lgScn2DSelectBoxStyle.Initialize
New example: Filters
Modified example: Map_tIDE (I fixed the visual issues)
New configuration setting: disableAudio

v0.93:
Bugfixes (including the problem reported for the Get...List functions of Box2D)
Class rewritten: lgTexture (some functions have been added, some have been removed)
New configuration setting: useGLSurfaceViewAPI18 (for Gingerbread and older versions)
New functions: lgFileHandle.equals, lgFileHandle.hashCode, lgShapeRenderer.Triangle2
New class: lgPerspectiveCamera (for 3D)
New example: ShapeRenderer
Modified example: Perf_Skaters (the background scrolls endlessly now)

0.92:
Minor bugfixes
Internal changes for texture handling
Viewport parameters added to CalculateScissors in lgScissorStack
New function in lgScn2DScrollPane: setScrollBarPositions
New function in lgMathVector2: epsilonEquals2
New function in lgMathIntersector: intersectRectangles
Initialize3 and FindDirectionForIsoView functions removed from lgOrthographicCamera

0.91:
Bugfixes (including the problem reported for tIDE properties)
New event for gesture detector: PanStop
New Initialize function for Bitmapfont to allow to flip the font
New Rect functions for the ShapeRenderer
New class: lgMapIsometricStaggeredMapRenderer (for staggered isometric maps)
New function for lgScn2dScrollPane: Cancel
lgMathBezier and lgMathBresenham2 are now fully usable
New functions in lgMathIntersector
A few internal changes to improve performance and stability

0.9:
Bugfixes
New class: lgArray (ordered array with an initial capacity)
Many Lists have been replaced by lgArray for a better performance and more possibilities
Improved documentation (mainly in lgMath and lgSprite classes)
lgMathBSpline and lgMathCatmullRomSpline are now fully usable
New example: SplinePath
New function for particle effects and particle emitters: BoundingBox
New property for lgScn2DLabel: Ellipse

0.8:
First release
 
Last edited by a moderator:

alienhunter

Active Member
Licensed User
Longtime User
Hi Informatix,
i used the very first time your library , it is very nice works very well
I want to create a small CAD/CAM app to start with (basic elements> shaperenderer) with your library but i could not find any example of
zooming with Camera As lgPerspectiveCamera.
I went thru all your examples but there is only one with Camera As lgOrthographicCamera
I might not fully understand all libgdx library but i am stuck to go one step forward
thanks AH
 

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Chrrris

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Longtime User
My first post to this forum, so apologies if this is in the wrong place or anything.

I'm using the libgdx library to write a 2D scrolling shooter and so far it's going really well; I'm loving libgdx and B4a, and the way the library integrates so seamlessly. However, my scrolling level is a tiled map (lgMapTiledMap) and I am stuck on one thing:- I want to have a few animated tiles scattered around the map and I can't work out how to do this at all. The lgMapAnimatedTiledMapTile object appears to have no means of specifying the animation interval or list of animation frames. I am probably overlooking something, or missing something obvious, but I can't figure it out. Is this object missing an Initialize() method, possibly?

The libgdx examples are fantastic and have been a great help to me so far, but there is no example for lgMapAnimatedTiledMapTile and I can't seem to work it out for myself.

Hope you can help!
 

Informatix

Expert
Licensed User
Longtime User
Hi Informatix,
i used the very first time your library , it is very nice works very well
I want to create a small CAD/CAM app to start with (basic elements> shaperenderer) with your library but i could not find any example of
zooming with Camera As lgPerspectiveCamera.
I went thru all your examples but there is only one with Camera As lgOrthographicCamera
I might not fully understand all libgdx library but i am stuck to go one step forward
thanks AH
"Zoom" does not mean anything in 3D, that's why there's no function in lgPerspectiveCamera. If you're in the street and notice something interesting in a store, you walk to go closer. It's the same thing for the camera. You move it along one of its 3 axis to move closer. The orthographic camera cannot do that because there's no depth in 2D.
EDIT: you can also alter the size of the viewport to simulate a zoom.
 
Last edited:

Informatix

Expert
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Longtime User
I want to have a few animated tiles scattered around the map and I can't work out how to do this at all. The lgMapAnimatedTiledMapTile object appears to have no means of specifying the animation interval or list of animation frames.
Exact. These informations are supposed to be stored as properties in the map. Not all map editors are able to generate animated tiles so it would be a good addition to the lib to allow to create these animations at runtime. I will add this to the v1.0 which is going to be released next week.
 

Chrrris

Member
Licensed User
Longtime User
Exact. These informations are supposed to be stored as properties in the map. Not all map editors are able to generate animated tiles so it would be a good addition to the lib to allow to create these animations at runtime. I will add this to the v1.0 which is going to be released next week.
Ah, I see, thanks. I'm using Tiled and it doesn't generate animated tiles -- I will try some other editors. But the ability to create them dynamically in code would be very useful too.

Keep up the great work, Informatix. The combination of B4A and your LibGDX wrapper is awesome. Really looking forward to v1.0. :)
 
Last edited:

alienhunter

Active Member
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Longtime User
"Zoom" does not mean anything in 3D, that's why there's no function in lgPerspectiveCamera. If you're in the street and notice something interesting in a store, you walk to go closer. It's the same thing for the camera. You move it along one of its 3 axis to move closer. The orthographic camera cannot do that because there's no depth in 2D.
EDIT: you can also alter the size of the viewport to simulate a zoom.

thanks for the reply
I altered the viewport with but it works only on "x axis" , hmmm sorry i try to understand your library,
I did a couple of 3D projects in opengl in VB6 and but i want to switch everything in Android and FX (once it is supported ), it is not much difference but for some reason
i got a brainf... on this .
many thanks
 

Informatix

Expert
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Longtime User
I did a couple of 3D projects in opengl in VB6 and but i want to switch everything in Android and FX (once it is supported ), it is not much difference but for some reason
i got a brainf... on this .
Here's a simple way of simulating a zoom (replace this function in my ShapeRenderer demo):
B4X:
Sub IP_TouchDragged(ScreenX As Int, ScreenY As Int, Pointer As Int) As Boolean
    If Pointer <> 0 Then Return False

    'Zoom in/out
    If ScreenX > LastX Then
        Camera.Translate(0, 0, Camera.Position.Z * 0.06)
    Else
        Camera.Translate(0, 0, -Camera.Position.Z * 0.06)
    End If
    Camera.Update

    LastX = ScreenX
    Return True   
End Sub
 

sterlingy

Active Member
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Longtime User
Informatix,

I have an odd situation

I have some text and buttons that are displayed on the screen. I remove the Capture Listener so only the buttons can be touched. Once a button is touched, I add the Listener back to the hosting Stage.

The problem is that there are three lines of text, and when I remove the Listener, the middle line is not displayed. If I don't remove the Listener, everything is fine. I should also add that the line that is not displayed is animated.

Can you think of something that might cause this?

-Sterling
 

Informatix

Expert
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Longtime User
Informatix,

I have an odd situation

I have some text and buttons that are displayed on the screen. I remove the Capture Listener so only the buttons can be touched. Once a button is touched, I add the Listener back to the hosting Stage.

The problem is that there are three lines of text, and when I remove the Listener, the middle line is not displayed. If I don't remove the Listener, everything is fine. I should also add that the line that is not displayed is animated.

Can you think of something that might cause this?

-Sterling
No idea. Could you send me an example reproducing this issue?
 

sterlingy

Active Member
Licensed User
Longtime User
Informatix,

I sent the code to you for the above problem. I think I forgot to mention that when you lose a level, i.e. GAME OVER, you have to click on Play Again to see the problem.

That issue aside, could you give some clarity the Asset Manager?

For example, if I use it to load a sound (your example: "Dim mySound As lgSound = AM.Get("audio/bubblepop.ogg")" do I not have to initialize it as I would normally do if not using the Asset Manager so I can then use mySound.play?

Also, in your example, you have the following line: "lGdx.Graphics.ContinuousRendering = False"

How is it that the above line does not disrupt the normal flow of rendering, after the assets have been loaded?

Cheers,

Sterling
 

Informatix

Expert
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Longtime User
Informatix,

I sent the code to you for the above problem. I think I forgot to mention that when you lose a level, i.e. GAME OVER, you have to click on Play Again to see the problem.
The problem in your code is that you call HUDStage.Initialize (HUDStage_Init) many times. So you create a new stage with each call. If you want to clear all children, actions and listeners, call the Clear function instead.
In LibGDX (as in many wrappers), the wrapped class is usually instantiated in Initialize (Dim instantiates only the wrapper), that's why calling Initialize many times has to be avoided. As you won't probably be the last to do this mistake, I'm going to protect my code a bit more against multiple Initialize. What do you think is best? Crashing the app to warn the developper or destroying the previous stage and recreating a new one (not my favourite)?
 
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Informatix

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That issue aside, could you give some clarity the Asset Manager?

For example, if I use it to load a sound (your example: "Dim mySound As lgSound = AM.Get("audio/bubblepop.ogg")" do I not have to initialize it as I would normally do if not using the Asset Manager so I can then use mySound.play?

Also, in your example, you have the following line: "lGdx.Graphics.ContinuousRendering = False"

How is it that the above line does not disrupt the normal flow of rendering, after the assets have been loaded?

The AssetManager initializes all loaded resources, so they are ready to use. After "Dim mySound As lgSound = AM.Get("audio/bubblepop.ogg")", you can call mySound.Play.
In my demo, I produce no visual result so I don't need to render continuously once all resources are loaded, that's why lGdx.Graphics.ContinuousRendering becomes false. If I set it to false before loading my resources, then the Render event would never be called and nothing would be loaded (as the loading is made via the AM.Update call). ContinuousRendering does not stop the flow. It prevents the event from being triggered again.
 

sterlingy

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The problem in your code is that you call HUDStage.Initialize (HUDStage_Init) many times. So you create a new stage with each call. If you want to clear all children, actions and listeners, call the Clear function instead.
In LibGDX (as in many wrappers), the wrapped class is usually instantiated in Initialize (Dim instantiates only the wrapper), that's why calling Initialize many times has to be avoided. As you won't probably be the last to do this mistake, I'm going to protect my code a bit more against multiple Initialize. What do you think is best? Crashing the app to warn the developper or destroying the previous stage and recreating a new one (not my favourite)?

The reason I call HUDStage repeatedly is because I have multiple Stages, and for some reason A stage with a Listener on it does not respond if another stage has been initialized after the HUDStage, even though the latter stage has no Listener, or if you remove the Listener from the latter stage. Assuming I am wrong about the problem I just mentioned and that there is a solution to the problem, I think crashing the app to warn the developer is probably the best solution, though destroying the previous stage may prevent less headaches for everyone involved.
 

Informatix

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The reason I call HUDStage repeatedly is because I have multiple Stages, and for some reason A stage with a Listener on it does not respond if another stage has been initialized after the HUDStage, even though the latter stage has no Listener, or if you remove the Listener from the latter stage. Assuming I am wrong about the problem I just mentioned and that there is a solution to the problem, I think crashing the app to warn the developer is probably the best solution, though destroying the previous stage may prevent less headaches for everyone involved.
One stage is enough. You can create different groups in your stage: one for the HUD, one for the moving sprites, one for the menu, etc. Having multiple stages means having multiple batchers for the rendering, which is not very efficient. If you want to keep your existing stages, change Initialize to Initialize3 and share the same spritebatch instance.
I never did a test with more than one stage so maybe there are issues. I will look into that.
 
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sterlingy

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One stage is enough. You can create different groups in your stage: one for the HUD, one for the moving sprites, one for the menu, etc. Having multiple stages means having multiple batchers for the rendering, which is not very efficient, and multiple input processors. If you want to keep your existing stages, change Initialize to Initialize3 and share the same spritebatch instance.
I never did a test with more than one stage so maybe there are issues. I will look into that.
I'm sloe t o having a beta version of my app ready for testing. Once that is finished, I'll break the code while I try to clean it up and make it more efficient.

The reason I have multiple stages is because of Tables. I despise working with Tables in libGDX. Anyway, there are situations where table cells would overlap, instead of monkeying around trying to get my Table Cells exactly where I want them, I just created multiple stages with different tables.
 

Informatix

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I'm sloe t o having a beta version of my app ready for testing. Once that is finished, I'll break the code while I try to clean it up and make it more efficient.

The reason I have multiple stages is because of Tables. I despise working with Tables in libGDX. Anyway, there are situations where table cells would overlap, instead of monkeying around trying to get my Table Cells exactly where I want them, I just created multiple stages with different tables.
Tables are groups. You can have hundreds of them in the same stage, overlapping or not. For now, I see no reason to have more than one stage.
 

sterlingy

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Tables are groups. You can have hundreds of them in the same stage, overlapping or not. For now, I see no reason to have more than one stage.
Okay, I'll re-code. As you can see, this will be quite the undertaking, but cleaned up, which is better.

Thanks for your help.
 

sterlingy

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Informatix, I thought I had this figured out, but it is not playing my sound. Here is my code:

B4X:
    Do While AM.Update = True
            Log("Progress=" & Floor(AM.Progress * 100) & "%")
    Loop
   
    'Logs some information about the loaded assets
    Log("------")
    Log("Loaded assets:")
    Dim L As List = AM.LoadedAssetNames
    L.Sort(True)
    For i = 0 To L.Size - 1
        Log("- " & L.Get(i) & " (" & AM.GetAssetType(L.Get(i)) & ")")
    Next
    Log("------")
   
    Dim horseSFX As lgSound = AM.Get("audio/horse_neigh.mp3")
    horseSFX.Play2(1)

The log shows that the sound is loaded, and I don't get any errors.
 

Informatix

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Informatix, I thought I had this figured out, but it is not playing my sound. Here is my code:

B4X:
    Do While AM.Update = True
            Log("Progress=" & Floor(AM.Progress * 100) & "%")
    Loop
  
    'Logs some information about the loaded assets
    Log("------")
    Log("Loaded assets:")
    Dim L As List = AM.LoadedAssetNames
    L.Sort(True)
    For i = 0 To L.Size - 1
        Log("- " & L.Get(i) & " (" & AM.GetAssetType(L.Get(i)) & ")")
    Next
    Log("------")
  
    Dim horseSFX As lgSound = AM.Get("audio/horse_neigh.mp3")
    horseSFX.Play2(1)

The log shows that the sound is loaded, and I don't get any errors.
Did you remove Activity.Finish at the end of the demo? Because you cannot play any sound if the activity is finished.
 
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