I am LibGdx Newbie, and trying to make my iceCream image touchable. I like to know how to set the input-process(by touch on screen). Do I need to make another class? When I try to implements the input-process to my Prac1 class, JAVA doesn't allow me to implements without changing the class abstract. To be specific, I like to make it whenever the user touch the image ,it counts the number of touch. Here is my code and Thank you for help.
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
public class Prac1 extends ApplicationAdapter {
int w,h,tw,th =0;
OrthographicCamera camera;
SpriteBatch batch;
Texture img;
@Override
public void create () {
w = Gdx.graphics.getWidth();
h = Gdx.graphics.getHeight();
camera = new OrthographicCamera(w, h);
camera.position.set(w/2, h/2, 0);
camera.update();
batch = new SpriteBatch();
img = new Texture(Gdx.files.internal("iceCream.png"));
tw = img.getWidth();
th = img.getHeight();
}
@Override
public void render () {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
batch.draw(img, camera.position.x - (tw/2), camera.position.y - (th/2));
batch.end();
}
}
You can use
InputProcessorto handle user input. Like this:-
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.InputAdapter;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
public class Prac1 extends ApplicationAdapter {
float w,h,tw,th =0;
OrthographicCamera camera;
SpriteBatch batch;
Sprite img;
@Override
public void create () {
w = Gdx.graphics.getWidth();
h = Gdx.graphics.getHeight();
camera = new OrthographicCamera(w, h);
camera.position.set(w/2, h/2, 0);
camera.update();
batch = new SpriteBatch();
img = new Sprite(new Texture(Gdx.files.internal("iceCream.png")));
tw = img.getWidth();
th = img.getHeight();
img.setBounds( camera.position.x - (tw/2), camera.position.y - (th/2),tw,th);
Gdx.input.setInputProcessor(new InputAdapter(){
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
if(img.getBoundingRectangle().contains(screenX, screenY))
System.out.println("Image Clicked");
return true;
}
});
}
@Override
public void render () {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
img.draw(batch);
batch.end();
}
}
replace this code with your code you can easily understand what is happening here. your can also implement
GestureListenerto handle gesture events.
Since you need to get touch events from image, you can do that with Stage and Actors. You'll need to create a Stage and Image with your texture, then add Touchable attributes:
iceCreamImg.setTouchable(Touchable.enabled);
iceCreamImg.addListener(new InputListener() {
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
Gdx.app.debug(TAG, "touchDown()");
// must return true for touchUp event to occur
return true;
}
public void touchUp (InputEvent event, float x, float y, int pointer, int button) {
Gdx.app.debug(TAG, "touchUp()");
}
and add Image to the stage. In render method you should add:
stage.act();
stage.draw();
and also set input processor for your stage with
Gdx.input.setInputProcessor(stage);
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With