Libgdx detect when player is outside of screen
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by
Rockyy
on Game Development
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or by Rockyy
Published on 2014-05-29T18:38:45Z
Indexed on
2014/05/29
22:04 UTC
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Im trying to learn libGDX (coming from XNA/MonoDevelop), and I'm making a super simple test game to get to know it better. I was wondering how to detect if the player sprite is outside of the screen and make it so it is impossible to go outside of the screen edges.
In XNA you could do something like this:
// Prevent player from moving off the left edge of the screen
if (player.Position.X < 0)
player.Position = new Vector2(0, player.Position.Y);
How is this achieved in libgdx? I think it's the Stage that handles the 2D viewport in libgdx?
This is my code so far:
private Texture texture;
private SpriteBatch batch;
private Sprite sprite;
@Override
public void create () {
float w = Gdx.graphics.getWidth();
float h = Gdx.graphics.getHeight();
batch = new SpriteBatch();
texture = new Texture(Gdx.files.internal("player.png"));
sprite = new Sprite(texture);
sprite.setPosition(w/2 -sprite.getWidth()/2, h/2 - sprite.getHeight()/2);
}
@Override
public void render () {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
if(Gdx.input.isKeyPressed(Input.Keys.LEFT)){
if(Gdx.input.isKeyPressed(Input.Keys.CONTROL_LEFT))
sprite.translateX(-1f);
else
sprite.translateX(-10.0f);
}
if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)){
if(Gdx.input.isKeyPressed(Input.Keys.CONTROL_LEFT))
sprite.translateX(1f);
else
sprite.translateX(10f);
}
batch.begin();
sprite.draw(batch);
batch.end();
}
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