LibGDX has a coordinate system where (0,0) is at the bottom-left. (like this image: http://i.stack.imgur.com/jVrJ0.png)
This has me beating my head against a wall, mainly because I'm porting a game I had already made with the usual coordinate system (where 0,0 is in the Top Left Corner).
My question: Is there any simple way of changing this coordinate system?
Java's Coordinate System By default, the upper-left corner of a GUI component has the coordinates (0, 0). A coordinate pair is composed of an x-coordinate (the horizontal coordinate) and a y-coordinate (the vertical coordinate). The x-coordinate is the horizontal location moving from left to right.
1 Answer. Show activity on this post. Texture tex = new Texture("path"); Sprite sprite = new Sprite(tex); sprite. flip(true, false);
By default, Java 2D uses the same coordinate system as AWT. The origin is in the upper-left corner of the drawing surface. X coordinate values increase to the right, and Y coordinate values increase as they go down. When drawing to a screen or an off-screen image, X and Y coordinates are measured in pixels.
If you use a Camera (which you should) changing the coordinate system is pretty simple:
camera= new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); camera.setToOrtho(true, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
If you use TextureRegions and/or a TextureAtlas, all you need to do in addition to that is call region.flip(false, true).
The reasons we use y-up by default (which you can easily change as illustrated above) are as follows:
The only two places in libgdx where we use y-down are:
Again, you can easily change the used coordinate system to whatever you want using either Camera or a tiny bit of matrix math.
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