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Showing results for tags 'libgdx'.
Hi Everyone, I'm actually working on a mobile game and I have a problem with my spriter animation when I add it in LibGdx. It's a tutorial animation showing to the player how to play the game. In Spriter everything is working fine but in game, the assets with no animation is moving on the mobile screen.
Hi. Right now i'm using the open-source version of texture packer for libgdx that's on github, but I can't import the sprite and atlas that it made into Spriter (it doesn't recognize that it is an atlas). Also, buying texture packer pro or spriter pro is out of the question. Thanks!
Hi! I have recently started to use Spriter implementation for libgdx. And I have a question. How can i set sizes of my spriter player relatively to my camera's projection matrix. For example I can do following with simple sprite: cam = new OrthographicCamera(30, 30); sprite = new Sprite(new Texture(Gdx.files.internal("my_picture.png"))); sprite.setSize(15,15); And after rendering cam.update(); batch.setProjectionMatrix(cam.combined); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); sprite.draw(batch); batch.end(); I will see that sprite image filled half of
Hi everyone! My main question: has anyone experience in crosscompiling the runtime to JS by GWT with gradle? I have a class, SpriterScreen, which I pasted below. In the class I put more/less the content of one of trixt0r's testclasses,com.brashmonkey.spriter.tests.backend.LibGdxTest, for the libGdx runtime. I had refactor it to fit in a Screen. When I want to crosscompile this class with GWT by the gradle-Task gradlew html:sperdev I get compiler errors. I copied them below the origination class. package net.systemexklusive.site.app.screens;import com.badlogic.gdx.Gdx;import com.badlogic.g