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:

sterlingy

Active Member
Licensed User
Longtime User
Is there something that would be limiting my Box2D bodies velocity? Everything was moving just fine, and now no matter what I do now, everything is moving at nearly the same speed, and slower than I want.

I read that there is a constant set called "b2_maxTranslation"

This problem has most likely occurred because I got rid of the scale on the tiled map. In order to make that work, I had to scale all of the Box2D bodies up, and I use zoom to set what's seen on the screen. Incidentally, this did not fix the rendering artifacts.

-Sterling
 
Last edited:

Informatix

Expert
Licensed User
Longtime User
Is there something that would be limiting my Box2D bodies velocity? Everything was moving just fine, and now no matter what I do now, everything is moving at nearly the same speed, and slower than I want.

I read that there is a constant set called "b2_maxTranslation"

This problem has most likely occurred because I got rid of the scale on the tiled map. In order to make that work, I had to scale all of the Box2D bodies up, and I use zoom to set what's seen on the screen. Incidentally, this did not fix the rendering artifacts.

-Sterling
You should try to fix your problems one by one and proceed by steps. I'm a bit surprised that you try to render particle effects or a score while you're still not able to render properly the main graphics of your game. You should comment out all this premature stuff and focus on the first steps: rendering your tile map and moving basic objects on screen without issues.
 

sterlingy

Active Member
Licensed User
Longtime User
Informatix, I do try to fix my problems one by one, but sometimes, by doing one thing, it effects another, such as the score bar. Also, after hammering away at a problem, if I don't get it resolved, then I step away for a while, as sometimes I find a solution while doing something else, whether it's coding or going for a walk.
 

Informatix

Expert
Licensed User
Longtime User
Informatix, I do try to fix my problems one by one, but sometimes, by doing one thing, it effects another, such as the score bar. Also, after hammering away at a problem, if I don't get it resolved, then I step away for a while, as sometimes I find a solution while doing something else, whether it's coding or going for a walk.
As there's obviously a problem with tiled maps when zooming, I investigated the issue and talked with some of the developers of libGDX. Good news! I have an answer and a fix for you: it is due to rounding issues introduced by the texture filtering and can be fixed by using the tiled map packer (see my tutorial). It adds padding and edge to your textures.
 
Last edited:

walterf25

Expert
Licensed User
Longtime User
Hi Frederick, i came across another issue while developing my whack a bieber game, i'm trying to implement a countdown timer, i've copied an example done by Erel here, the problem is that the app crashes sometimes, not all the time, and when it crashes i receive this error.
hammer_hammeractor_draw (java line: 108)
java.lang.ClassCastException: anywheresoftware.b4a.objects.Timer cannot be cast to com.badlogic.gdx.scenes.scene2d.Actor
at com.genesis.whackabieber.hammer._hammeractor_draw(hammer.java:108)
at java.lang.reflect.Method.invokeNative(Native Method)
at java.lang.reflect.Method.invoke(Method.java:525)
at anywheresoftware.b4a.BA.raiseEvent2(BA.java:170)
at com.badlogic.gdx.scenes.scene2d.Actor.draw(Actor.java:131)
at com.badlogic.gdx.scenes.scene2d.Group.drawChildren(Group.java:146)
at com.badlogic.gdx.scenes.scene2d.Group.draw(Group.java:91)
at com.badlogic.gdx.scenes.scene2d.Stage.draw(Stage.java:219)
at anywheresoftware.b4a.libgdx.scene2d.lgStage.Draw(lgStage.java:159)
at com.genesis.whackabieber.main._lg_update(main.java:1180)
at com.genesis.whackabieber.main._lg_render(main.java:1138)
at java.lang.reflect.Method.invokeNative(Native Method)
at java.lang.reflect.Method.invoke(Method.java:525)
at anywheresoftware.b4a.BA.raiseEvent2(BA.java:170)
at anywheresoftware.b4a.BA.raiseEvent2(BA.java:158)
at anywheresoftware.b4a.libgdx.LibGDX$LibGDX_Listener.render(LibGDX.java:119)
at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:520)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1531)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1248)
java.lang.ClassCastException: anywheresoftware.b4a.objects.Timer cannot be cast to com.badlogic.gdx.scenes.scene2d.Actor
java.lang.RuntimeException: Can't create handler inside thread that has not called Looper.prepare()
at android.os.Handler.<init>(Handler.java:197)
at android.os.Handler.<init>(Handler.java:111)
at android.app.Dialog.<init>(Dialog.java:111)
at android.app.AlertDialog.<init>(AlertDialog.java:114)
at android.app.AlertDialog$Builder.create(AlertDialog.java:931)
at anywheresoftware.b4a.BA.ShowErrorMsgbox(BA.java:217)
at anywheresoftware.b4a.BA.raiseEvent2(BA.java:197)
at com.badlogic.gdx.scenes.scene2d.Actor.draw(Actor.java:131)
at com.badlogic.gdx.scenes.scene2d.Group.drawChildren(Group.java:146)
at com.badlogic.gdx.scenes.scene2d.Group.draw(Group.java:91)
at com.badlogic.gdx.scenes.scene2d.Stage.draw(Stage.java:219)
at anywheresoftware.b4a.libgdx.scene2d.lgStage.Draw(lgStage.java:159)
at com.genesis.whackabieber.main._lg_update(main.java:1180)
at com.genesis.whackabieber.main._lg_render(main.java:1138)
at java.lang.reflect.Method.invokeNative(Native Method)
at java.lang.reflect.Method.invoke(Method.java:525)
at anywheresoftware.b4a.BA.raiseEvent2(BA.java:170)
at anywheresoftware.b4a.BA.raiseEvent2(BA.java:158)
at anywheresoftware.b4a.libgdx.LibGDX$LibGDX_Listener.render(LibGDX.java:119)
at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:520)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1531)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1248)
java.lang.RuntimeException: Can't create handler inside thread that has not called Looper.prepare()
java.lang.RuntimeException: Can't create handler inside thread that has not called Looper.prepare()
at android.os.Handler.<init>(Handler.java:197)
at android.os.Handler.<init>(Handler.java:111)
at android.app.Dialog.<init>(Dialog.java:111)
at android.app.AlertDialog.<init>(AlertDialog.java:114)
at android.app.AlertDialog$Builder.create(AlertDialog.java:931)
at anywheresoftware.b4a.BA.ShowErrorMsgbox(BA.java:217)
at anywheresoftware.b4a.BA.raiseEvent2(BA.java:197)
at anywheresoftware.b4a.BA.raiseEvent2(BA.java:158)
at anywheresoftware.b4a.libgdx.LibGDX$LibGDX_Listener.render(LibGDX.java:119)
at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:520)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1531)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1248)
** Activity (main) Pause, UserClosed = true **
waiting for pause synchronization took too long; assuming deadlock and killing

i know it has to do with the timer i'm using, but i don't know why, is there a different way that this can be dealt with in Libgdx?

Thanks,
Walter
 

walterf25

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Hi Frederick, i came across another issue while developing my whack a bieber game, i'm trying to implement a countdown timer, i've copied an example done by Erel here, the problem is that the app crashes sometimes, not all the time, and when it crashes i receive this error.


i know it has to do with the timer i'm using, but i don't know why, is there a different way that this can be dealt with in Libgdx?

Thanks,
Walter

Frederick, disregard that issue, i decided to implement the countdown timer inside the LG_Render sub, I know that LibGDX has a timer method in the Utils class, but i don't think you wrapped it, anyhow, the way i fixed this issue is by using the lgdx.Graphics.Deltatime property inside the Render sub.
I initialize a variable with an float of 60 and then subtract 1 each iteration inside the LG_Render sub. Below is the code i use, i've timed the countdown timer with a real clock and it seems pretty accurate, haven't been able to measure the exact accuracy but it works for my purpose.

If you have any other suggestions on how to accomplish this i'm happy to hear.

B4X:
    If timeflag = True Then
    temptime = temptime - lGdx.Graphics.DeltaTime
    'Log(Round(temptime) & " " & "seconds have passed")
    Dim second As String
      second = Round(temptime)
      time.text = second
    If temptime <= 0 Then
    timeflag = False
    temptime = 60
    If scorecount > 500 AND scorecount < 700 Then
    GAME_STATE = GAME_PASS
    scorescreen.CreateScoreLeve(stage, lGdx, 80%x, 80%y)
    Else
    GAME_STATE = GAME_OVER
    End If
    End If
    End If

Hope this code is not causing any other issues, so far i've tested it and it works fine, my app doesn't crash anymore.

Cheers,
Walter
 

walterf25

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Hi Frederick, I would like to know if you know anything about this problem i'm having, i had a friend of mine create some images for my game, but he created them with a 32 bit depth resolution, i have tried to load these images and my program crashes of course complaining that it can't load the image, if i convert those images back to 8 bit resolution it works fine, is there a way to load a 32 bit depth resolution image that you're aware of, i did some research in the libgdx forums and google, but couldn't find anything conclusive, hope you can give me some insight on this problem.

thanks,
Walter
 

Informatix

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Hi Frederick, I would like to know if you know anything about this problem i'm having, i had a friend of mine create some images for my game, but he created them with a 32 bit depth resolution, i have tried to load these images and my program crashes of course complaining that it can't load the image, if i convert those images back to 8 bit resolution it works fine, is there a way to load a 32 bit depth resolution image that you're aware of, i did some research in the libgdx forums and google, but couldn't find anything conclusive, hope you can give me some insight on this problem.

thanks,
Walter
32 bit PNGs are fine for libGDX. It's what I use and what you should use too. Are you sure of the format of the original files?
 

walterf25

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32 bit PNGs are fine for libGDX. It's what I use and what you should use too. Are you sure of the format of the original files?
Hi Frederick the images were designed using flash and the are 32 bit PNGs I get an error when I run the app.
 

strat

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I wrote a simple game by using Libgdx and imported Admob banner ad library but it doesn't show banner. I wonder if it is possible or not.
 

noclass1980

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I'm glad you found what you were looking for, believe me this library is awesome!
Hi,

Informatix suggested I contact you for advice. Could you look at this question

http://www.b4x.com/android/forum/threads/rotate-body-with-libgdx.37819/#post-223975

How do I rotate the bottle and keep the balls inside until they naturally pour out? As you will see in the programme, the Transform2 (Line 160) provides the smooth rotation that I want but breaks the contacts. Informatix suggested a mouse-Joint (?). Any suggetsions. Thanks in advance.
 

strat

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I never tried to add an ad banner in my projects but I suppose it's a panel that you put at the bottom of the screen. I suppose also that you put your LibGDx view just above so what's the problem exactly?

The problem is exactly other Android objects don't show on the LibGDX surface. (i.e. panel, imageview). I added a panel at the bottom of the screen and tried to draw something but it is not shown. There is no error but nothing appears.
 

strat

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Informatix, Thank you for interesting but it looks like that I can't do it without your help.
This is my Admob import code :
B4X:
Activity.AddView(AdView1, 0dip, Activity.Height-50dip, 320dip, 50dip)
......
.....
AdView1.LoadAd
AdView1.BringToFront



And when drawing background using LibGDX, I use this code :

B4X:
space=50dip
....
....

Batch.Begin
....
....
Batch.DrawTex3(tex1, 0, space, lGdx.Graphics.Width, lGdx.Graphics.Height-space, xBkGd,NbOfRepetitionsY, xBkGd+NbOfRepetitionsX, 0)
....
Batch.End


I try to add space at the bottom of the screen but LibGDX draw full screen.
 

Informatix

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Informatix, Thank you for interesting but it looks like that I can't do it without your help.
This is my Admob import code :
B4X:
Activity.AddView(AdView1, 0dip, Activity.Height-50dip, 320dip, 50dip)
......
.....
AdView1.LoadAd
AdView1.BringToFront



And when drawing background using LibGDX, I use this code :

B4X:
space=50dip
....
....

Batch.Begin
....
....
Batch.DrawTex3(tex1, 0, space, lGdx.Graphics.Width, lGdx.Graphics.Height-space, xBkGd,NbOfRepetitionsY, xBkGd+NbOfRepetitionsX, 0)
....
Batch.End


I try to add space at the bottom of the screen but LibGDX draw full screen.
You have to create a libGDX VIEW (InitializeView). This is done many times in my examples.
 

walterf25

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Hi Frederick, i'm trying to use the "CallSubUI" method in my game but it doesn't seem to be working, can you maybe look into this, this is my code
B4X:
If scorecount > 500 Then
    GAME_STATE = GAME_PASS
    lGdx.CallSubUI("LoadInterstitial", Null)
end if
I'm calling this inside the LG_Render event, i've tried calling from other places also and it still doesn't work, am I missing something?

Please let me know!

thanks,
Walter
 

Douglas Farias

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informatix can you post a simple game like same: flappy birds or super mario using your library?
i m not programer and i like your exemples, it works in my all devices. can you make a simples game using your lib
same mario or flappy birds?
 
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