LibGDX - Textures rendering at wrong position
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ACluelessGuy
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Published on 2014-07-20T10:42:49Z
Indexed on
2014/08/19
22:35 UTC
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Update 2:
Let me further explain my problem since I think that i didn't make it clear enough: The Y-coordinates on the bottom of my screen should be 0. Instead it is the height of my screen. That means the "higher" i touch/click the screen the less my y-coordinate gets. Above that the origin is not inside my screen, atleast not the 0 y-coordinate.
Original post:
I'm currently developing a tower defence game for fun by using LibGDX. There are places on my map where the player is or is not allowed to put towers on. So I created different ArrayLists holding rectangles representing a tile on my map. (towerPositions)
for(int i = 0; i < map.getLayers().getCount(); i++) {
curLay = (TiledMapTileLayer) map.getLayers().get(i);
//For all Cells of current Layer
for(int k = 0; k < curLay.getWidth(); k++) {
for(int j = 0; j < curLay.getHeight(); j++) {
curCell = curLay.getCell(k, j);
//If there is a actual cell
if(curCell != null) {
tileWidth = curLay.getTileWidth();
tileHeight = curLay.getTileHeight();
xTileKoord = tileWidth*k;
yTileKoord = tileHeight*j;
switch(curLay.getName()) {
//If layer named "TowersAllowed" picked
case "TowersAllowed":
towerPositions.add(new Rectangle(xTileKoord, yTileKoord, tileWidth, tileHeight));
// ... AND SO ON
If the player clicks on a "allowed" field later on he has the opportunity to build a tower of his coice via a menu. Now here is the problem: The towers render, but they render at wrong position. (They appear really random on the map, no certain pattern for me)
for(Rectangle curRect : towerPositions) {
if(curRect.contains(xCoord, yCoord)) {
//Using a certain tower in this example (left the menu out
if(gameControl.createTower("towerXY")) {
//RenderObject is just a class holding the Texture and x/y coordinates
renderList.add(new RenderObject(new Texture(Gdx.files.internal("TowerXY.png")), curRect.x, curRect.y));
}
}
}
Later on i render it:
game.batch.begin();
for(int i = 0; i < renderList.size() ; i++) {
game.batch.draw(renderList.get(i).myTexture, renderList.get(i).x, renderList.get(i).y);
}
game.batch.end();
regards
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