In LibGDX, I want to make a text animation for my game. Therefore, I want that my labels gets larger with time. But if I use the scaleTo()
method, nothing happens whereas other Actions like moveTo()
work fine.
label1 = new Label("Test text", new Label.LabelStyle(font, Color.BLACK));
label2.addAction(Actions.parallel(Actions.moveTo(500, 300, 2.0f),Actions.scaleTo(0.1f, 0.1f,2.0f)));
label2 = new Label("Test text 2", new Label.LabelStyle(font, Color.BLACK));
label2.addAction(Actions.parallel(Actions.moveTo(500, 300, 2.0f),Actions.scaleTo(0.1f, 0.1f,2.0f)));
stage.addActor(label1);
stage.addActor(label2);
How can I make my labels scale? Thank you in advance!
For performance reason most scene2d.ui groups have transform set to false by default.
For more detail you can check
https://github.com/libgdx/libgdx/wiki/Scene2d.ui#rotation-and-scale
If you want to scale, you can use Container which is useful for setting the size and alignment of a single widget.
private Container<Label> container;
@Override
public void create() {
stage=new Stage();
Label label1 = new Label("Test text", new Label.LabelStyle(font, Color.BLACK));
container=new Container<Label>(label1);
container.setTransform(true); // for enabling scaling and rotation
container.size(100, 60);
container.setOrigin(container.getWidth() / 2, container.getHeight() / 2);
container.setPosition(100,200);
container.setScale(3); //scale according to your requirement
stage.addActor(container);
}
@Override
public void render() {
super.render();
Gdx.gl.glClearColor(1,1,1,1);
gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.draw();
stage.act();
}
Add your Action on container instead of Label.
container.addAction(Actions.parallel(Actions.moveTo(500, 300, 2.0f),Actions.scaleTo(0.1f, 0.1f,2.0f)));
Labels don't directly support scaling. The easy way to solve this is put the label in a Container, setTransform(true)
on the Container, and add your scale action to the Container.
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