B4A Library libGDX - Game Engine

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One of the best game engines for Android is now available to B4A users. Unleash your creativity!

You can read a description of this library in this guide.

Download for B4A v10.60 and older (4 MB)
Download for B4A v10.70 and newer (4 MB)

Starting from version 1.13, the library is compiled with Java 8, and thus requires a recent version of B4A and Java 8+.
To install the library, copy the .jar file and the .xml file in your libraries folder.

This library is not compatible with the Debug mode. Ensure that you always compile in Release mode.

Download also the examples and templates.

You can reduce the weight of the library if you want to keep your APK file as small as possible. Read this post to learn how to create your Lite version.

Tutorials:
How to make games
Introduction to the libGDX library
PacDroid: from scratch to fun
Shaders

Take also a look at the Cloney Bird tutorial by andymc.

Plugins:
Box2DLights
SpecialFX

Versions:
v1.14:
- I fixed a bug when Looping was changed during the execution of a sound;
- I added the RenderImageLayerAt function to all map renderers;
- I added the support of the new packaging tool used by B4A v10.70 (this mainly fixes the problem of / in paths of internal assets);
- I updated the manifest of all examples.

v1.13:
- I fixed a bug when the device was rotated (the Timer thread, for example, was not disposed which caused a problem in lgGestureDetector);
- I added two functions for Tiled maps: renderImageLayerAt and renderTileLayerAt.

v1.12:
- I added the .so libraries for 64 bits CPU;
- I added the PinchStop event to lgGestureDetector;
- I added the Orientation property to lgBox2DTransform;
- I fixed minor bugs.

v1.11:
- I fixed several bugs;
- I removed the unwanted delay after a change of screen in the Render event;
- I added the lgAsyncExecutor and lgAsyncTask classes;
- I added the missing file for the Progression demo;
- I updated the Freetype library (.so).

v1.10:
- I fixed several bugs;
- I added the support of expansion files: classes lgZipResourceFile and lgZipEntry, functions lgFiles.SetAPKExpansion and lgFiles.ExpansionFile (untested);
- I added a HashCode function to all lg...Array classes;
- I added a dozen of predefined colors to lgColor;
- I added the "raw_y" property to lgMapObjects;
- I added the grow, growX and growY functions to lgScn2DTableCell;
- I added the lerpAngle and lerpAngleDeg functions to lgMathUtils;
- I improved Atan2 in lgMathUtils;
- the collision objects of TMX tiles are now accessible via the Objects property of lgMapAnimatedTiledMapTile and lgMapStaticTiledMapTile;
- I added two new examples: Progression and Map_Box2D;
- I updated the manifest of most examples and templates.

v1.09:
- I fixed bugs, notably a major bug that crashed sometimes the game in the Render event handler when the current screen is changed;
- I added getColumnWidth and getRowHeight to lgScn2DTable and all classes that inherit from lgScn2DTable;
- I added the defaults function to lgScn2DTableCell;
- TMX files are loaded faster.

1.08:
- I fixed bugs;
- I added the lgFontGeneratorParameters class;
- I added CreateFontWithParam to lgFontGenerator;
- lgFontGenerator can add now a border and a shadow to the generated fonts (via CreateFontWithParam);
- I added Initialize2, LabelAlign and LineAlign to lgScn2DLabel;
- I added SetStateWithoutEvent to lgScn2DButton and lgScn2DTextButton;
- I added TitleLabel and TitleTable to lgScn2DWindow (this deprecates ButtonTable, Title, TitleWidth and TitleAlignment);
- I added getIndex to lgMapLayers and lgMapObjects;
- I added Target to actions of Scene2D;
- I removed Print from lgScn2DGroup (use Log(myGroup) instead);
- lgMapTiledMapImageLayer uses now float values for position;
- lgNinePatch uses now float values for paddings;
- lgPixmapPacker and lgPixmapPackerPage were rewritten (the many changes will break your existing code).

1.07:
- I fixed a few bugs, as usual;
- I added InitializeTransparentView to LibGDX;
- I added the lgKTXTextureData class to support the KTX and ZKTX file formats;
- I added a new demo: Format_KTX;
- I added argb8888 and argb8888ToColor to lgColor
- I added the lgMapAtlasTmxMapLoaderParameters class;
- I added Initialize3 and Load2 to lgMapAtlasTmxMapLoader;
- I added LoadExternal and IsInitialized to lgMapTmxMapLoader;
- I added FrameTiles to lgMapAnimatedTiledMapTile;
- I added a Tag property to lgSprite;
- I added hasOppositeDirection, hasSameDirection, isCollinear, isOnLine, isPerpendicular, AngleRad and rotateRad to lgMathVector2;
- I added rotateRad to lgMathMatrix4;
- I added clamp4, log, log2, Randomize, randomInt, randomInt2, randomSign, randomTriangular and randomTriangular2 to lgMathUtils;
- the random number generator of lgMathUtils uses now the xorshift128+ algorithm;
- I renamed Create2 to Combine in lgMesh;
- I removed the Create and Create3 functions from lgMesh;
- I removed the deprecated Color property from lgVertexAttributesUsage;
- it is possible now to change the KeyFrames array of lgAnimation after its initialization.

v1.06:
- I fixed a few bugs;
- I added a Texture property to lgSprite;
- I added the MotorJoint type to lgBox2DWorld;
- I added GetFixture to lgBox2DBody;
- I added Initialize3 to lgShapeRenderer to allow the use of custom shader programs;
- I added ScaleEffect to lgParticleEffect;
- I added CleanUpBlendFunction to lgParticleEmitter;
- I added scl2 to lgMathVector2;
- I added IsEnabled to lgGLProfiler;
- I added Percent, VisualPercent and VisualInterpolation to lgScn2DProgressBar;
- I added Percent, VisualPercent, VisualInterpolation and VisualInterpolationInverse to lgScn2DSlider;
- I added isLeftEdge, isRightEdge, isTopEdge, isBottomEdge to lgScn2DScrollPane;
- The Reset function of lgScn2DTableCell sets now all constraints to their default values;
- I modified the Map_Hexagonal example to display the coordinates of the touched hex.

v1.05:
- I fixed two bugs;
- the latest TMX format of Tiled Map Editor is now properly decoded (with support of animated tiles and image layers);
- I added the RenderImageLayer function to the map renderers;
- I added the lgMapTiledMapImageLayer class for the image layer of tiled maps;
- I added the OffsetX and OffsetY properties to lgMapAnimatedTiledMapTile and lgMapStaticTiledMapTile;
- I added the CurrentFrame and CurrentFrameIndex properties to lgMapAnimatedTiledMapTile;
- I added the FinishLoadingAsset function to lgAssetManager;
- I added the SetAlpha function to lgBitmapFontCache;
- I added FixtureCount and GetAllFixtures to lgBox2DWorld;
- I added the ResetOnTouchUp property to lgTouchpad;
- I removed Scale and Div from lgMathVector3 because these functions were deprecated.

v1.04:
- I fixed various bugs, notably a bug affecting the Backspace key on the virtual keyboard of some devices;
- I added the missing OpenGL functions in lgGL;
- I added the KeepWithinStage function to lgDragAndDrop;
- I added the dampingRatio and frequencyHz fields to lgBox2DWeldJointDef;
- I added the DampingRatio and Frequency properties to lgBox2DWeldJoint;
- I added the Line6 function to lgShapeRenderer;
- I added VisualScrollPercentX, VisualScrollPercentY and FlickScrollTapSquareSize to lgScn2DScrollPane;
- the LineHeight property of BitmapFonts can be modified;
- I updated the .so files;
- I added an example: Sensors.

v1.03:
- I fixed various bugs;
- I added the VertexColor property to lgPolygonSprite;
- I added the Equals function to lgArray;
- I renamed Ellipse to Ellipsis in lgScn2DLabel;
- I improved the code of lgPixmapIO (less memory used, PNG with compression);
- I fixed a problem with the fragment shaders of two examples.

v1.02:
- I fixed 3 bugs in lgScn2dTable and a few others in other classes;
- I added 4 examples using shaders;
- I removed the lgDefaultGroupStrategy class because it was useless and changed the initialization of lgDecal objects;
- I added the SetRotation function to lgDecal;
- I added the Tint function to lgBitmapFontCache;
- I added the Cancel and Reset functions to lgGestureDetector;
- I added the IsKeyJustPressed function to lgInput;
- I added the Colinear and EnsureCCW functions to lgMathGeometryUtils;
- I added the Equals function to lgMathGridPoint2, lgMathGridPoint3 and lgMathRay;
- I added the IntersectRayRay and DistanceLinePoint2 functions to lgMathIntersector;
- I added the Extract4x3Matrix function to lgMathMatrix4;
- I added the WindowSize property to lgMathWindowedMean;
- I added the IsDrawing function to lgShapeRenderer;
- I added the ColorUnpacked field to lgVertexAttributesUsage;
- I added the Clear function to lgScn2DButtonGroup;
- I added the CancelTouchFocus property to lgScn2DDragAndDrop;
- I added the Rows, Columns, BackgroundTop, BackgroundLeft, BackgroundBottom, and BackgroundRight properties to lgScn2DTable;
- I added the ClearActor function to lgScn2dTableCell;
- I added the ActionsRequestRendering property to lgScn2DStage;
- I renamed CancelTouchFocus2 to CancelTouchFocusExcept in lgScn2DStage;
- I removed the Clear function from lgScn2dTableCell;
- The color markups are now supported by lgScn2dLabel and lgScn2dWindow (title).

v1.01:
- I fixed a handful of minor bugs and a big bug affecting the screen events;
- I added IsDrawing in lgSpriteBatch.

v1.0:
- I fixed bugs in various classes;
- I rewrote big chunks of internal graphics classes;
- the TMX map loaders are now able to read the Rotation property;
- the FrameDuration property of lgAnimation can now be changed during the animation;
- I added an Initialize function to lgMapAnimatedTiledMapTile to be able to set dynamically an animated tile;
- I added two new classes for debugging: lgGLProfiler and lgScn2DDebugRenderer;
- I added DebuggingEnabled and DebugColor to all actors of Scene2D;
- I added ChildrenDebuggingEnabled to all groups of Scene2D;
- I added CellDebugColor to lgScn2DTable and removed all its debug functions;
- I added SetCenterPosition, CenterX and CenterY to all actors of Scene2D;
- I replaced the Widget word by Actor in lgScn2DTableCell;
- I added the Equals and HashCode functions to a few lgMath classes;
- I added the ApproxLength function to lgMathBezier, lgMathBSpline and lgMathCatmullRomSpline;
- I added Set3, SetPosition2, Contains2, Circumference and Area to lgMathCircle;
- I added Set3, SetPosition2, Circumference and Area to lgMathEllipse;
- I added Merge2, Area and Perimeter to lgMathRectangle;
- I added Len and Len2 to lgMathSegment;
- I added Volume and SurfaceArea to lgMathSphere;
- I added Interpolate to lgMathVector2 and lgMathVector3;
- I added the following functions to lgMathMatrix4: mulLeft, Set2, Set3, Set4, Set5, Set6, ScaleX, ScaleY, ScaleZ, ScaleXSquared, ScaleYSquared, ScaleZSquared;
- I added a LoadMipMap event and replaced UseHardwareMipMap by Get/SetGenerationMethod in lgMipMapGenerator;
- Box2D has now its own .so library;
- I added Separations to lgBox2DWorldManifold;
- I added the following functions to lgBox2DEdgeShape: Vertex0, SetVertex0, SetVertex0_xy, HasVertex0, Vertex3, SetVertex3, SetVertex3_xy, HasVertex3;
- I added LocalAxisA to lgBox2DPrismaticJoint;
- I added two new classes to Box2D: lgBox2DMotorJoint and lgBox2DMotorJointDef;
- I added the LoadTextureWithParam function to lgAssetManager and the related lgTextureLoaderParam class;
- I added two new properties (Normalized, Type) and a function (HashCode) to lgVertexAttribute;
- I renamed Color to ColorPacked in lgVertexAttribute;
- I renamed Loop to Repeat in lgSound;
- I renamed consumeCompressedData to consumeCustomData in all TextureData classes;
- I protected some important classes against a repeated initialization to avoid memory leaks and side effects;
- I added a Scene2D_EventsHierarchy demo and modified the following examples: BitmapFont, FrameBuffer, Map_tIDE and Scene2D_Table.

v0.99:
- I fixed numerous bugs, especially in Scene2D where the listeners did not work as expected and actors were not fully re-initialized when Initialize was called again;
- I set to Null the internal objects of classes after a call to Dispose;
- I added the following functions:
+ IsInitialized where it was still missing;​
+ Move to lgArray;​
+ ComputeScaleForPixelHeight to lgBitmapFont;​
+ SetNameForColor, GetColorByName and SetAlpha to lgColor;​
+ Clear to lgMapLayers;​
+ Lerp to lgMathUtils;​
+ Load3 and LoadEmitterImages3 to lgParticleEffect;​
+ SetString to lgScn2DLabel;​
+ Initialize4 to lgScn2DSpriteDrawable, lgScn2DTextureRegionDrawable and lgScn2DTiledDrawable;​
+ UpdateMatrices to lgShapeRenderer;​
+ SetCenterX, SetCenterY and SetCenter to lgSprite;​
- I added a ChildrenCount property to lgScn2DGroup;
- I added a Draw event to lgScn2DImage and lgScn2DLabel;
- I added a Disabled property to lgScn2DScrollPane;
- I added the following predefined colors to lgColor: Olive, Purple, Maroon, Teal, Navy;
- I renamed the alpha function to to255 in lgColor;
- lgBitmapFont and lgBitmapFontCache now support in-string colored text through a simple markup language (see the demo);
- I added the MarkupEnabled property to lgBitmapFont;
- I added a BitmapFont demo;
- I modified the FrameBuffer demo;
- I removed the yUp and yDown parameters from the tiled map loaders and renderers (yUp is now always true);
- I removed Rotation and rotateBy from lgScn2DLabel, lgScn2DList, lgScn2DSelectBox and lgScn2DTouchpad because they were not effective.

v0.98:
- I fixed a bug affecting the scaling and rotation of lgScn2DImage;
- I fixed a bug in lgBox2DParticleEmitter;
- I fixed a bug in lgScn2DButton;
- I added the lgFrameBuffer class and a FrameBuffer demo;
- I added the IsInitialized function where it was missing;
- I added the PolygonRegion type to lgAssetManager;
- I added a Payload parameter to the SrcDragStop event of lgScn2DDragAndDrop;
- I added the Draw2 function to lgScn2DSpriteDrawable;
- I added the Set3 function to lgMathMatrix3.

v0.97:
- I fixed a few bugs (the immersive mode works now as expected);
- I found a solution for the repetition of tiles, so I added two properties (RepeatX, RepeatY) to lgMapTiledMapLayer and I modified the Map demos.
- I added an IsInitialized function to 15 classes;
- I added a RemoveRange function to all the lgArray classes;
- I added the Fling function to lgScn2DScrollPane;
- I added the IsVisualPressed function and the VisualPressedDuration property to lgScn2DClickListener.

v0.96: Major update!
In this version, I:
- removed all the code supporting OpenGL ES 1.x
- fixed a few bugs
- added new classes for decals (2D objects in 3D space): lgDecal, lgDecalBatch, lgCameraGroupStrategy, lgDefaultGroupStrategy, lgSimpleOrthoGroupStrategy
- added an example for decals
- removed the Mesh example as it cannot work with OpenGL 2 without being rewritten
- added the lgScn2DProgressBar class and modified the Scene2D_TextFieldsAndSliders example to show how to use it
- added the IsInitialized function to a dozen of classes
- added these functions:
lgBox2DWheelJoint: isMotorEnabled
lgFontGenerator: CreateFont5, CreateFont6 (for mip maps and filters)
lgMathGeometryUtils: polygonArea, triangleArea
lgMathMatrix3: getScale, getTranslation, setToRotation2, setToRotation3, setToRotationRad, rotateRad
lgMathMatrix4: det3x3, setToRotationRad, setTranslation
lgMathUtils: isEqual, isEqual2, isZero, isZero2
lgMesh: CalculateRadius, CalculateRadius2, CalculateRadiusSquared
lgScn2DDragAndDrop: SetTouchOffset
lgSprite: SetOriginCenter
- added these properties:
lgBox2DJoint: CollideConnected
lgBox2DDistanceJoint, lgBox2DFrictionJoint, lgBox2DRopeJoint, lgBox2DWeldJoint: LocalAnchorA, LocalAnchorB
lgBox2DGearJoint: Joint1, Joint2
lgBox2DPrismaticJoint: LocalAnchorA, LocalAnchorB, MaxMotorForce, ReferenceAngle
lgBox2DWheelJoint: LocalAnchorA, LocalAnchorB, LocalAxisA
lgMathMatrix3: Rotation, RotationRad
lgScn2DActor: isTouchable
lgScn2DScrollPane: ScrollHeight, ScrollWidth, VariableSizeKnobs
lgScn2DWindow: ButtonTable, Resizable, ResizeBorder, TitleWidth
- renamed the functions Translate -> MoveBy, Rotate -> RotateBy and Size -> SizeBy of the lgScn2DActor class
- removed toScreenCoordinates from lgStage and toWindowCoordinates from lgScissorStack
- removed the yDown parameter from ComputePolygon and ComputePolygon2 in the lgMathConvexHull class
- improved a bit the help text of a few functions

v0.95:
Bugfixes and minor improvements
New classes: lgFloatArray, lgIntArray, lgShortArray
The lgMathConvexHull and lgMathEarClippingTriangulator classes are now usable
New functions:
- lgPerspectiveCamera: GetPickRay
- lgScn2DStage: SetViewport2
- lgMathFrustum: pointInFrustum2, sphereInFrustum2, sphereInFrustumWithoutNearFar2
- lgBox2DChainShape: createLoop2
- lgMathIntersector: intersectSegments2
- lgMathVector2: isUnit, isUnit2, isZero, isZero2
- lgMathVector3: set2, isUnit2, isZero2
New configuration setting: useImmersiveMode (for Kitkat)

v0.94:
Bugfixes (including a serious bug with the listeners of Scene2D)
New classes: lgMapTmxMapLoaderParameters and lgMipMapGenerator
New functions:
- lgAnimation: KeyFrames
- lgAssetManager: LoadTMXWithParam
- lgBitmapFontCache: SetColors, SetColors2, SetColorsRGBA
- lgGestureDetector: Initialize2
- lgMapTmxMapLoader: Initialize3, Load2
- lgMathVector2: Rotate90
- lgMesh: UpdateVertices, UpdateVertices2
- lgMusic: Duration, Position
- lgScn2DClickListener: inTapSquare2
- lgScn2DList: ItemHeight
- lgShapeRenderer: RectLine
- lgSocket: RemoteAddress
- lgSprite: Alpha, SetFlip
New parameters: ListBox and ScrollPane styles in lgScn2DSelectBoxStyle.Initialize
New example: Filters
Modified example: Map_tIDE (I fixed the visual issues)
New configuration setting: disableAudio

v0.93:
Bugfixes (including the problem reported for the Get...List functions of Box2D)
Class rewritten: lgTexture (some functions have been added, some have been removed)
New configuration setting: useGLSurfaceViewAPI18 (for Gingerbread and older versions)
New functions: lgFileHandle.equals, lgFileHandle.hashCode, lgShapeRenderer.Triangle2
New class: lgPerspectiveCamera (for 3D)
New example: ShapeRenderer
Modified example: Perf_Skaters (the background scrolls endlessly now)

0.92:
Minor bugfixes
Internal changes for texture handling
Viewport parameters added to CalculateScissors in lgScissorStack
New function in lgScn2DScrollPane: setScrollBarPositions
New function in lgMathVector2: epsilonEquals2
New function in lgMathIntersector: intersectRectangles
Initialize3 and FindDirectionForIsoView functions removed from lgOrthographicCamera

0.91:
Bugfixes (including the problem reported for tIDE properties)
New event for gesture detector: PanStop
New Initialize function for Bitmapfont to allow to flip the font
New Rect functions for the ShapeRenderer
New class: lgMapIsometricStaggeredMapRenderer (for staggered isometric maps)
New function for lgScn2dScrollPane: Cancel
lgMathBezier and lgMathBresenham2 are now fully usable
New functions in lgMathIntersector
A few internal changes to improve performance and stability

0.9:
Bugfixes
New class: lgArray (ordered array with an initial capacity)
Many Lists have been replaced by lgArray for a better performance and more possibilities
Improved documentation (mainly in lgMath and lgSprite classes)
lgMathBSpline and lgMathCatmullRomSpline are now fully usable
New example: SplinePath
New function for particle effects and particle emitters: BoundingBox
New property for lgScn2DLabel: Ellipse

0.8:
First release
 
Last edited by a moderator:

Informatix

Expert
Licensed User
Longtime User
Walter may testify that I was very reluctant to include the ShaderProgram class in libGDX because shader programs are mainly used in 3D, are complex to write and to use and I'm not an expert in this matter. On the other hand, most of the Wow! effects nowadays are made with these shader programs and everybody wants to include them in his/her application, so I don't want to prevent you from being a fashionista. ;) But don't count on me to explain anything about this. I prefer to explain how to do traditional effects that use a lot less CPU and GPU. It doesn't seem to me that the games were dull and ugly before OpenGL 2!

There's a tutorial (written by someone else) for the ShaderProgram demo. The link is given at the beginning of the code.
 
Last edited:

Laurent95

Active Member
Licensed User
Longtime User
.../ On the other hand, most of the Wow! effects nowadays are made with these shader programs and everybody wants to include them in his/her application, so I don't want to prevent you from being a fashionista. ;)/...... It doesn't seem to me that the games were dull and ugly before OpenGL 2!

There's a tutorial (written by someone else) for the ShaderProgram demo. The link is given at the beginning of the code.

Hahahahaha no worries about it, frankly speaking in regards my age i'm not ready to become a fashionista, or a fashion victim ;)
But as you told right in your tuts before, we need to adapt our way to program and think about.
Me also, i was a programer on basis languages like assembler many time ago.
But that's the past and now people want more and more, and unfortunatly we aren't born named Iwatani :)

No worries and thank you for the indication about the link.
But link don't work
 
Last edited:

fanfalveto

Active Member
Licensed User
Longtime User
this is incredible. thank you very much. I'm trying to make a game, very simple, based on a couple of examples. but? how I can make the effect of example Particles fill the screen or move around it? and how I can see the file .p?
Thanks and very good work. this library in itself is an infinite source of possibilities
 

fanfalveto

Active Member
Licensed User
Longtime User
about move efect :
B4X:
Effect.SetPosition(Rnd(0,lGdx.Graphics.Width), Rnd(0,lGdx.Graphics.Height ))
,i ask and i answer myself.
only then .p and fill screen with effect.
:)
 

fanfalveto

Active Member
Licensed User
Longtime User
In the example Scn2D Drag'n'Drop,
B4X:
Atlas.InitializeWithFile("atlas/dragdrop.pack")
then
B4X:
DogHouse.Initialize3(Atlas.FindRegion("doghouse"), "")
    Stage.AddActor(DogHouse)
please can you explain me how can localice it if in the .png are "house","family","dog","cat" and "doghouse". In the code not appears "dragdrop.png",then this is in "dragdrop.pack"?
 

fanfalveto

Active Member
Licensed User
Longtime User
Ok,thank you very much,now i understand how this works. I download libgdx-texturepacker-gui.
I will try to make an atlas.
But i think i never end this library,every step i do forward then i go two back .
Thank you again.
 

fanfalveto

Active Member
Licensed User
Longtime User
Please this is copy of the drag and drop example,y only create "chori.pack",but if one item go to the wrong target,dissapears ,don´t return to the original position.
Can you help me?
this is the code and the files zip.
Thank you,and sorry if i´m heavy :-(
B4X:
#Region Module Attributes
    #FullScreen: False
    #IncludeTitle: True
    #ApplicationLabel: Scn2D Drag'n'Drop
    #VersionCode: 1
    #VersionName:
    #SupportedOrientations: landscape
    #CanInstallToExternalStorage: False
#End Region

'Activity module
Sub Process_Globals
End Sub

Sub Globals
    Dim lGdx As LibGDX
    Dim GL As lgGL
    Dim Stage As lgScn2DStage
    Dim Atlas As lgTextureAtlas

    Dim aznar, bandera As lgScn2DImage
    Dim barcenas, chorizo As lgScn2DImage
    Dim DragAndDrop As lgScn2DDragAndDrop
    Dim DnDPayload As lgScn2DDragAndDropPayload
End Sub

Sub Activity_Create(FirstTime As Boolean)
    'Initializes libGDX
    lGdx.Initialize(False, "LG")
End Sub

Sub Activity_Resume
    'Informs libGDX of Resume events
    If lGdx.IsInitialized Then lGdx.Resume
End Sub

Sub Activity_Pause (UserClosed As Boolean)
    'Informs libGDX of Pause events
    If lGdx.IsInitialized Then lGdx.Pause
End Sub

Sub LG_Create
    'Initializes the stage
    Stage.Initialize("")

    'Loads the texture atlas
    Atlas.InitializeWithFile("atlas/chori.pack")

    'Creates the actors
    bandera.Initialize3(Atlas.FindRegion("bandera"), "")
    Stage.AddActor(bandera)


    barcenas.Initialize3(Atlas.FindRegion("barcenas"), "")
    Stage.AddActor(barcenas)


    aznar.Initialize3(Atlas.FindRegion("aznar"), "")
    Stage.AddActor(aznar)
    aznar.InitializeWithDrawable(aznar.Drawable, "")
   
   

    chorizo.Initialize3(Atlas.FindRegion("chorizo"), "")
    Stage.AddActor(chorizo)
    chorizo.InitializeWithDrawable(chorizo.Drawable, "")


    'Sets the size and position of actors

    bandera.Height =25%y
    bandera.Width = 25%x
    bandera.X = 0%x
    bandera.Y = 0%y

    barcenas.Height =  25%y
    barcenas.Width =  25%x
    barcenas.X = 0%x
    barcenas.Y =  75%y

    aznar.Height =  25%y
    aznar.Width =  25%x
    aznar.X = 75%x
    aznar.Y = 75%y


    chorizo.Height = 25%y
    chorizo.Width = 25%x
    chorizo.X = 75%x
    chorizo.Y =  0%y
   


    'Sets the drag'n'drop sources and targets
    DragAndDrop.Initialize
    DragAndDrop.AddSource(aznar, "aznar")
    DragAndDrop.AddSource(chorizo, "chorizo")
    DragAndDrop.AddTarget(barcenas, "barcenas")
    DragAndDrop.AddTarget(bandera, "bandera")

End Sub

Sub LG_Resize(Width As Int, Height As Int)
    'Sets the stage viewport
    Stage.SetViewport(Width, Height, True)
End Sub

Sub LG_Render
    'Clears the screen
    GL.glClearColor(0, 0.7, 0, 1) 'Green
    GL.glClear(GL.GL10_COLOR_BUFFER_BIT)

    'Applies the actions to actors
    Stage.Act

    'Draws the actors
    Stage.Draw
End Sub

Sub LG_Pause
End Sub

Sub LG_Resume
End Sub

Sub LG_Dispose
    'Disposes all resources
    Stage.dispose
    Atlas.dispose
End Sub

Sub aznar_SrcDragStart(Event As lgScn2DInputEvent, X As Float, Y As Float, Pointer As Int) As lgScn2DDragAndDropPayload
    'Makes the family actor invisible
    aznar.Visible = True

    'Sets the drag actor for the family
    DnDPayload.DragActor = aznar
    DragAndDrop.SetDragActorPosition(-aznar.Width, aznar.Height)
    Return DnDPayload
End Sub

Sub aznar_SrcDragStop(Event As lgScn2DInputEvent, DropTarget As lgScn2DActor, X As Float, Y As Float, Pointer As Int)
    'Makes the family actor visible
    aznar.Visible = True
End Sub

Sub chorizo_SrcDragStart(Event As lgScn2DInputEvent, X As Float, Y As Float, Pointer As Int) As lgScn2DDragAndDropPayload
    'Makes the dog actor invisible
    chorizo.Visible = True

    'Sets the drag actor for the dog
    DnDPayload.DragActor = chorizo
    DragAndDrop.SetDragActorPosition(-chorizo.Width, chorizo.Height)
    Return DnDPayload
End Sub

Sub chorizo_SrcDragStop(Event As lgScn2DInputEvent, DropTarget As lgScn2DActor, X As Float, Y As Float, Pointer As Int)
    'Makes the dog actor visible
    chorizo.Visible = True
End Sub

Sub bandera_TgtDrag(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload, X As Float, Y As Float, Pointer As Int) As Boolean
    'Checks whether the source can be dropped
    If Source=chorizo Then

            Return False
    Else 

        Return True

           
        End If

End Sub
Sub bandera_TgtReset(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload)
   
End Sub
Sub bandera_TgtDrop(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload, X As Float, Y As Float, Pointer As Int)
    'The source actor is displayed in front of the house
Source.setScale(0.5, 0.5)
    Source.X = Payload.DragActor.X
    Source.Y = bandera.Y

    DragAndDrop.RemoveSource(Source)

End Sub

Sub barcenas_TgtDrag(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload, X As Float, Y As Float, Pointer As Int) As Boolean
    'Checks whether the source can be dropped
    If Source=aznar Then

            Return False
    Else 

        Return True

           
        End If

End Sub
Sub barcenas_TgtReset(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload)
   
End Sub
Sub barcenas_TgtDrop(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload, X As Float, Y As Float, Pointer As Int)
    'The source actor is displayed in front of the house
Source.setScale(0.5, 0.5)
    Source.X = Payload.DragActor.X
    Source.Y = barcenas.Y

    'It is removed from the drag'n'drop sources
    DragAndDrop.RemoveSource(Source)

End Sub
 

Attachments

  • Files.zip
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Informatix

Expert
Licensed User
Longtime User
In SrcDragStop, I see no code replacing the actor to its original position if the drop location is invalid, so there's no surprise here.
In my Drag n Drop example I use a drag actor (e.g. CatDrag for the Cat actor) so I don't need to replace anything (the source actor does not move, it is just made visible/invisible).
 

fanfalveto

Active Member
Licensed User
Longtime User
Hi again,and sorry.
I call puzzle2 from this
B4X:
If n>1 AND n Mod 5=0  Then
StartActivity(puzzle2)
End If
this is the code of puzzle2
B4X:
#Region  Activity Attributes
    #FullScreen: False
    #IncludeTitle: True
#End Region

Sub Process_Globals
Dim ti As Timer
End Sub

Sub Globals
    Dim lGdx As LibGDX
    Dim GL As lgGL
    Dim Stage As lgScn2DStage
    Dim Atlas As lgTextureAtlas
    Dim barcenas, bandera,rey As lgScn2DImage
    Dim aznar, chorizo,urdan As lgScn2DImage
    Dim aznar2, chorizo2,urdan2 As lgScn2DImage
    Dim DragAndDrop As lgScn2DDragAndDrop
    Dim DnDPayload As lgScn2DDragAndDropPayload
    Dim re,bar,esp As Int
    Dim p As Phone
End Sub

Sub Activity_Create(FirstTime As Boolean)
    'Initializes libGDX
    lGdx.Initialize(False, "LG")
    ti.Initialize("ti",7000)
    ti.Enabled=True
    p.SetScreenOrientation(0)
End Sub

Sub Activity_Resume
    'Informs libGDX of Resume events
    If lGdx.IsInitialized Then lGdx.Resume
End Sub

Sub Activity_Pause (UserClosed As Boolean)
    'Informs libGDX of Pause events
    If lGdx.IsInitialized Then lGdx.Pause
End Sub

Sub LG_Create
    'Initializes the stage
    Stage.Initialize("")
    'Loads the texture atlas
    Atlas.InitializeWithFile("atlas/chori.pack")
    'Creates the actors
    bandera.Initialize3(Atlas.FindRegion("bandera"), "")
    Stage.AddActor(bandera)
    barcenas.Initialize3(Atlas.FindRegion("barcenas"), "")
    Stage.AddActor(barcenas)
    rey.Initialize3(Atlas.FindRegion("rey"), "")
    Stage.AddActor(rey)
aznar2.Initialize3(Atlas.FindRegion("aznar"), "")
    Stage.AddActor(aznar2)
    aznar2.InitializeWithDrawable(aznar2.Drawable, "")
    chorizo2.Initialize3(Atlas.FindRegion("chorizo"), "")
    Stage.AddActor(chorizo2)
    chorizo2.InitializeWithDrawable(chorizo2.Drawable, "")
    urdan2.Initialize3(Atlas.FindRegion("urdan"), "")
    Stage.AddActor(chorizo2)
    urdan2.InitializeWithDrawable(urdan2.Drawable, "")
    aznar.Initialize3(Atlas.FindRegion("aznar"), "")
    Stage.AddActor(aznar)
    aznar.InitializeWithDrawable(aznar.Drawable, "")  
urdan.Initialize3(Atlas.FindRegion("urdan"), "")
    Stage.AddActor(urdan)
    urdan.InitializeWithDrawable(urdan2.Drawable, "")
    chorizo.Initialize3(Atlas.FindRegion("chorizo"), "")
    Stage.AddActor(chorizo)
    chorizo.InitializeWithDrawable(chorizo.Drawable, "")
  'Sets the size and position of actors
    bandera.Height =25%y
    bandera.Width = 25%x
    bandera.X = 0%x
    bandera.Y = 0%y
    barcenas.Height =  25%y
    barcenas.Width =  25%x
    barcenas.X = 0%x
    barcenas.Y =  75%y
    rey.Height =  25%y
    rey.Width =  25%x
    rey.X = 0%x
    rey.Y =  40%y

    aznar.Height =  25%y
    aznar.Width =  25%x
    aznar.X = 75%x
    aznar.Y = 75%y

    chorizo.Height = 25%y
    chorizo.Width = 25%x
    chorizo.X = 75%x
    chorizo.Y =  0%y
  
    urdan.Height =  25%y
    urdan.Width =  25%x
    urdan.X = 75%x
    urdan.Y = 40%y
  
aznar2.Height =  10%y
    aznar2.Width =  10%x
    aznar2.X = 75%x
    aznar2.Y = 75%y

urdan2.Height =  10%y
    urdan2.Width =  10%x
    urdan2.X = 75%x
    urdan2.Y = 40%y

    chorizo2.Height = 10%y
    chorizo2.Width = 10%x
    chorizo2.X = 75%x
    chorizo2.Y =  0%y
  

    'Sets the drag'n'drop sources and targets
    DragAndDrop.Initialize
    DragAndDrop.AddSource(aznar, "aznar")
    DragAndDrop.AddSource(chorizo, "chorizo")
    DragAndDrop.AddSource(urdan, "urdan")
    DragAndDrop.AddTarget(barcenas, "barcenas")
    DragAndDrop.AddTarget(bandera, "bandera")
    DragAndDrop.AddTarget(rey, "rey")

End Sub

Sub LG_Resize(Width As Int, Height As Int)
    'Sets the stage viewport
    Stage.SetViewport(Width, Height, True)
End Sub

Sub LG_Render
    'Clears the screen
    GL.glClearColor(0, 0.7, 0, 1) 'Green
    GL.glClear(GL.GL10_COLOR_BUFFER_BIT)

    'Applies the actions to actors
    Stage.Act

    'Draws the actors
    Stage.Draw
End Sub

Sub LG_Pause
End Sub

Sub LG_Resume
End Sub

Sub LG_Dispose
    'Disposes all resources
    Stage.dispose
    Atlas.dispose
End Sub

Sub aznar_SrcDragStart(Event As lgScn2DInputEvent, X As Float, Y As Float, Pointer As Int) As lgScn2DDragAndDropPayload
    'Makes the family actor invisible
    aznar.Visible = False
    'Sets the drag actor for the family
    DnDPayload.DragActor = aznar2
    DragAndDrop.SetDragActorPosition(-aznar2.Width, aznar2.Height)
    Return DnDPayload
End Sub

Sub aznar_SrcDragStop(Event As lgScn2DInputEvent, DropTarget As lgScn2DActor, X As Float, Y As Float, Pointer As Int)
    'Makes the family actor visible
    aznar.Visible = True
End Sub

Sub chorizo_SrcDragStart(Event As lgScn2DInputEvent, X As Float, Y As Float, Pointer As Int) As lgScn2DDragAndDropPayload
    'Makes the dog actor invisible
    chorizo.Visible = False

    'Sets the drag actor for the dog
    DnDPayload.DragActor = chorizo2
    DragAndDrop.SetDragActorPosition(-chorizo2.Width, chorizo2.Height)
    Return DnDPayload
End Sub

Sub chorizo_SrcDragStop(Event As lgScn2DInputEvent, DropTarget As lgScn2DActor, X As Float, Y As Float, Pointer As Int)
    'Makes the dog actor visible
    chorizo.Visible = True
End Sub

Sub urdan_SrcDragStart(Event As lgScn2DInputEvent, X As Float, Y As Float, Pointer As Int) As lgScn2DDragAndDropPayload
    'Makes the dog actor invisible
    urdan.Visible = False

    'Sets the drag actor for the dog
    DnDPayload.DragActor = urdan2
    DragAndDrop.SetDragActorPosition(-urdan2.Width, urdan2.Height)
    Return DnDPayload
End Sub

Sub urdan_SrcDragStop(Event As lgScn2DInputEvent, DropTarget As lgScn2DActor, X As Float, Y As Float, Pointer As Int)
    'Makes the dog actor visible
    urdan.Visible = True
End Sub


Sub bandera_TgtDrag(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload, X As Float, Y As Float, Pointer As Int) As Boolean
    'Checks whether the source can be dropped
    If Source=chorizo OR Source=urdan Then

        Return    False
    Else
esp=1
        Return True

          
        End If

End Sub
Sub bandera_TgtReset(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload)
  
End Sub
Sub bandera_TgtDrop(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload, X As Float, Y As Float, Pointer As Int)
    'The source actor is displayed in front of the house
Source.setScale(0.5, 0.5)
    Source.X = Payload.DragActor.X
    Source.Y = bandera.Y

    DragAndDrop.RemoveSource(Source)

End Sub

Sub barcenas_TgtDrag(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload, X As Float, Y As Float, Pointer As Int) As Boolean
    'Checks whether the source can be dropped

    If Source=urdan OR Source=aznar Then

            Return False
    Else
bar=1
        Return True

          
        End If

End Sub
Sub barcenas_TgtReset(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload)
  
End Sub
Sub barcenas_TgtDrop(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload, X As Float, Y As Float, Pointer As Int)
    'The source actor is displayed in front of the house
Source.setScale(0.5, 0.5)
    Source.X = Payload.DragActor.X
    Source.Y = barcenas.Y

    'It is removed from the drag'n'drop sources
    DragAndDrop.RemoveSource(Source)

End Sub

Sub rey_TgtDrag(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload, X As Float, Y As Float, Pointer As Int) As Boolean
    'Checks whether the source can be dropped

    If Source=chorizo OR Source=aznar Then

            Return False
    Else
re=1
        Return True

          
        End If

End Sub
Sub rey_TgtReset(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload)
  
End Sub
Sub rey_TgtDrop(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload, X As Float, Y As Float, Pointer As Int)
    'The source actor is displayed in front of the house
Source.setScale(0.5, 0.5)
    Source.X = Payload.DragActor.X
    Source.Y = urdan.Y

    'It is removed from the drag'n'drop sources
    DragAndDrop.RemoveSource(Source)

End Sub
Sub ti_Tick
    control
End Sub
Sub control

ti.Enabled=False
If esp=1 AND re=1 AND bar=1 Then
juego.n=juego.n+10

lGdx.Exit
Activity.Finish
Else
juego.n=juego.n-10
lGdx.Exit
Activity.Finish
End If
End Sub
then when continue in Main crah an this is the log error
B4X:
resumed
juego_lg_render (java line: 1053)
java.lang.NullPointerException


    at com.badlogic.gdx.graphics.Mesh.render(Mesh.java:673)
    at com.badlogic.gdx.graphics.Mesh.render(Mesh.java:633)
    at com.badlogic.gdx.graphics.g2d.SpriteBatch.flush(SpriteBatch.java:1057)
    at com.badlogic.gdx.graphics.g2d.SpriteBatch.setBlendFunction(SpriteBatch.java:1086)
    at com.badlogic.gdx.graphics.g2d.ParticleEmitter.draw(ParticleEmitter.java:273)
    at com.badlogic.gdx.graphics.g2d.ParticleEffect.draw(ParticleEffect.java:76)
    at anywheresoftware.b4a.libgdx.particles.lgParticleEffect.Draw2(lgParticleEffect.java:64)
    at flm.b4a.lgdxtest.juego._lg_render(juego.java:1053)
    at java.lang.reflect.Method.invokeNative(Native Method)
    at java.lang.reflect.Method.invoke(Method.java:507)
    at anywheresoftware.b4a.BA.raiseEvent2(BA.java:169)
    at anywheresoftware.b4a.BA.raiseEvent2(BA.java:157)
    at anywheresoftware.b4a.libgdx.LibGDX$LibGDX_Listener.render(LibGDX.java:122)
    at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:497)
    at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1364)
    at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1119)
java.lang.NullPointerException
java.lang.RuntimeException: Can't create handler inside thread that has not called Looper.prepare()


    at android.os.Handler.<init>(Handler.java:121)
    at android.app.Dialog.<init>(Dialog.java:101)
    at android.app.AlertDialog.<init>(AlertDialog.java:63)
    at android.app.AlertDialog$Builder.create(AlertDialog.java:797)
    at anywheresoftware.b4a.BA.raiseEvent2(BA.java:206)
    at anywheresoftware.b4a.BA.raiseEvent2(BA.java:157)
    at anywheresoftware.b4a.libgdx.LibGDX$LibGDX_Listener.render(LibGDX.java:122)
    at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:497)
    at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1364)
    at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1119)
** Activity (juego) Pause, UserClosed = true **
 

Informatix

Expert
Licensed User
Longtime User
The r
Hi again,and sorry.
I call puzzle2 from this
B4X:
If n>1 AND n Mod 5=0  Then
StartActivity(puzzle2)
End If
this is the code of puzzle2
B4X:
#Region  Activity Attributes
    #FullScreen: False
    #IncludeTitle: True
#End Region

Sub Process_Globals
Dim ti As Timer
End Sub

Sub Globals
    Dim lGdx As LibGDX
    Dim GL As lgGL
    Dim Stage As lgScn2DStage
    Dim Atlas As lgTextureAtlas
    Dim barcenas, bandera,rey As lgScn2DImage
    Dim aznar, chorizo,urdan As lgScn2DImage
    Dim aznar2, chorizo2,urdan2 As lgScn2DImage
    Dim DragAndDrop As lgScn2DDragAndDrop
    Dim DnDPayload As lgScn2DDragAndDropPayload
    Dim re,bar,esp As Int
    Dim p As Phone
End Sub

Sub Activity_Create(FirstTime As Boolean)
    'Initializes libGDX
    lGdx.Initialize(False, "LG")
    ti.Initialize("ti",7000)
    ti.Enabled=True
    p.SetScreenOrientation(0)
End Sub

Sub Activity_Resume
    'Informs libGDX of Resume events
    If lGdx.IsInitialized Then lGdx.Resume
End Sub

Sub Activity_Pause (UserClosed As Boolean)
    'Informs libGDX of Pause events
    If lGdx.IsInitialized Then lGdx.Pause
End Sub

Sub LG_Create
    'Initializes the stage
    Stage.Initialize("")
    'Loads the texture atlas
    Atlas.InitializeWithFile("atlas/chori.pack")
    'Creates the actors
    bandera.Initialize3(Atlas.FindRegion("bandera"), "")
    Stage.AddActor(bandera)
    barcenas.Initialize3(Atlas.FindRegion("barcenas"), "")
    Stage.AddActor(barcenas)
    rey.Initialize3(Atlas.FindRegion("rey"), "")
    Stage.AddActor(rey)
aznar2.Initialize3(Atlas.FindRegion("aznar"), "")
    Stage.AddActor(aznar2)
    aznar2.InitializeWithDrawable(aznar2.Drawable, "")
    chorizo2.Initialize3(Atlas.FindRegion("chorizo"), "")
    Stage.AddActor(chorizo2)
    chorizo2.InitializeWithDrawable(chorizo2.Drawable, "")
    urdan2.Initialize3(Atlas.FindRegion("urdan"), "")
    Stage.AddActor(chorizo2)
    urdan2.InitializeWithDrawable(urdan2.Drawable, "")
    aznar.Initialize3(Atlas.FindRegion("aznar"), "")
    Stage.AddActor(aznar)
    aznar.InitializeWithDrawable(aznar.Drawable, "") 
urdan.Initialize3(Atlas.FindRegion("urdan"), "")
    Stage.AddActor(urdan)
    urdan.InitializeWithDrawable(urdan2.Drawable, "")
    chorizo.Initialize3(Atlas.FindRegion("chorizo"), "")
    Stage.AddActor(chorizo)
    chorizo.InitializeWithDrawable(chorizo.Drawable, "")
  'Sets the size and position of actors
    bandera.Height =25%y
    bandera.Width = 25%x
    bandera.X = 0%x
    bandera.Y = 0%y
    barcenas.Height =  25%y
    barcenas.Width =  25%x
    barcenas.X = 0%x
    barcenas.Y =  75%y
    rey.Height =  25%y
    rey.Width =  25%x
    rey.X = 0%x
    rey.Y =  40%y

    aznar.Height =  25%y
    aznar.Width =  25%x
    aznar.X = 75%x
    aznar.Y = 75%y

    chorizo.Height = 25%y
    chorizo.Width = 25%x
    chorizo.X = 75%x
    chorizo.Y =  0%y
 
    urdan.Height =  25%y
    urdan.Width =  25%x
    urdan.X = 75%x
    urdan.Y = 40%y
 
aznar2.Height =  10%y
    aznar2.Width =  10%x
    aznar2.X = 75%x
    aznar2.Y = 75%y

urdan2.Height =  10%y
    urdan2.Width =  10%x
    urdan2.X = 75%x
    urdan2.Y = 40%y

    chorizo2.Height = 10%y
    chorizo2.Width = 10%x
    chorizo2.X = 75%x
    chorizo2.Y =  0%y
 

    'Sets the drag'n'drop sources and targets
    DragAndDrop.Initialize
    DragAndDrop.AddSource(aznar, "aznar")
    DragAndDrop.AddSource(chorizo, "chorizo")
    DragAndDrop.AddSource(urdan, "urdan")
    DragAndDrop.AddTarget(barcenas, "barcenas")
    DragAndDrop.AddTarget(bandera, "bandera")
    DragAndDrop.AddTarget(rey, "rey")

End Sub

Sub LG_Resize(Width As Int, Height As Int)
    'Sets the stage viewport
    Stage.SetViewport(Width, Height, True)
End Sub

Sub LG_Render
    'Clears the screen
    GL.glClearColor(0, 0.7, 0, 1) 'Green
    GL.glClear(GL.GL10_COLOR_BUFFER_BIT)

    'Applies the actions to actors
    Stage.Act

    'Draws the actors
    Stage.Draw
End Sub

Sub LG_Pause
End Sub

Sub LG_Resume
End Sub

Sub LG_Dispose
    'Disposes all resources
    Stage.dispose
    Atlas.dispose
End Sub

Sub aznar_SrcDragStart(Event As lgScn2DInputEvent, X As Float, Y As Float, Pointer As Int) As lgScn2DDragAndDropPayload
    'Makes the family actor invisible
    aznar.Visible = False
    'Sets the drag actor for the family
    DnDPayload.DragActor = aznar2
    DragAndDrop.SetDragActorPosition(-aznar2.Width, aznar2.Height)
    Return DnDPayload
End Sub

Sub aznar_SrcDragStop(Event As lgScn2DInputEvent, DropTarget As lgScn2DActor, X As Float, Y As Float, Pointer As Int)
    'Makes the family actor visible
    aznar.Visible = True
End Sub

Sub chorizo_SrcDragStart(Event As lgScn2DInputEvent, X As Float, Y As Float, Pointer As Int) As lgScn2DDragAndDropPayload
    'Makes the dog actor invisible
    chorizo.Visible = False

    'Sets the drag actor for the dog
    DnDPayload.DragActor = chorizo2
    DragAndDrop.SetDragActorPosition(-chorizo2.Width, chorizo2.Height)
    Return DnDPayload
End Sub

Sub chorizo_SrcDragStop(Event As lgScn2DInputEvent, DropTarget As lgScn2DActor, X As Float, Y As Float, Pointer As Int)
    'Makes the dog actor visible
    chorizo.Visible = True
End Sub

Sub urdan_SrcDragStart(Event As lgScn2DInputEvent, X As Float, Y As Float, Pointer As Int) As lgScn2DDragAndDropPayload
    'Makes the dog actor invisible
    urdan.Visible = False

    'Sets the drag actor for the dog
    DnDPayload.DragActor = urdan2
    DragAndDrop.SetDragActorPosition(-urdan2.Width, urdan2.Height)
    Return DnDPayload
End Sub

Sub urdan_SrcDragStop(Event As lgScn2DInputEvent, DropTarget As lgScn2DActor, X As Float, Y As Float, Pointer As Int)
    'Makes the dog actor visible
    urdan.Visible = True
End Sub


Sub bandera_TgtDrag(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload, X As Float, Y As Float, Pointer As Int) As Boolean
    'Checks whether the source can be dropped
    If Source=chorizo OR Source=urdan Then

        Return    False
    Else
esp=1
        Return True

         
        End If

End Sub
Sub bandera_TgtReset(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload)
 
End Sub
Sub bandera_TgtDrop(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload, X As Float, Y As Float, Pointer As Int)
    'The source actor is displayed in front of the house
Source.setScale(0.5, 0.5)
    Source.X = Payload.DragActor.X
    Source.Y = bandera.Y

    DragAndDrop.RemoveSource(Source)

End Sub

Sub barcenas_TgtDrag(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload, X As Float, Y As Float, Pointer As Int) As Boolean
    'Checks whether the source can be dropped

    If Source=urdan OR Source=aznar Then

            Return False
    Else
bar=1
        Return True

         
        End If

End Sub
Sub barcenas_TgtReset(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload)
 
End Sub
Sub barcenas_TgtDrop(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload, X As Float, Y As Float, Pointer As Int)
    'The source actor is displayed in front of the house
Source.setScale(0.5, 0.5)
    Source.X = Payload.DragActor.X
    Source.Y = barcenas.Y

    'It is removed from the drag'n'drop sources
    DragAndDrop.RemoveSource(Source)

End Sub

Sub rey_TgtDrag(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload, X As Float, Y As Float, Pointer As Int) As Boolean
    'Checks whether the source can be dropped

    If Source=chorizo OR Source=aznar Then

            Return False
    Else
re=1
        Return True

         
        End If

End Sub
Sub rey_TgtReset(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload)
 
End Sub
Sub rey_TgtDrop(Source As lgScn2DActor, Payload As lgScn2DDragAndDropPayload, X As Float, Y As Float, Pointer As Int)
    'The source actor is displayed in front of the house
Source.setScale(0.5, 0.5)
    Source.X = Payload.DragActor.X
    Source.Y = urdan.Y

    'It is removed from the drag'n'drop sources
    DragAndDrop.RemoveSource(Source)

End Sub
Sub ti_Tick
    control
End Sub
Sub control

ti.Enabled=False
If esp=1 AND re=1 AND bar=1 Then
juego.n=juego.n+10

lGdx.Exit
Activity.Finish
Else
juego.n=juego.n-10
lGdx.Exit
Activity.Finish
End If
End Sub
then when continue in Main crah an this is the log error
B4X:
resumed
juego_lg_render (java line: 1053)
java.lang.NullPointerException


    at com.badlogic.gdx.graphics.Mesh.render(Mesh.java:673)
    at com.badlogic.gdx.graphics.Mesh.render(Mesh.java:633)
    at com.badlogic.gdx.graphics.g2d.SpriteBatch.flush(SpriteBatch.java:1057)
    at com.badlogic.gdx.graphics.g2d.SpriteBatch.setBlendFunction(SpriteBatch.java:1086)
    at com.badlogic.gdx.graphics.g2d.ParticleEmitter.draw(ParticleEmitter.java:273)
    at com.badlogic.gdx.graphics.g2d.ParticleEffect.draw(ParticleEffect.java:76)
    at anywheresoftware.b4a.libgdx.particles.lgParticleEffect.Draw2(lgParticleEffect.java:64)
    at flm.b4a.lgdxtest.juego._lg_render(juego.java:1053)
    at java.lang.reflect.Method.invokeNative(Native Method)
    at java.lang.reflect.Method.invoke(Method.java:507)
    at anywheresoftware.b4a.BA.raiseEvent2(BA.java:169)
    at anywheresoftware.b4a.BA.raiseEvent2(BA.java:157)
    at anywheresoftware.b4a.libgdx.LibGDX$LibGDX_Listener.render(LibGDX.java:122)
    at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:497)
    at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1364)
    at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1119)
java.lang.NullPointerException
java.lang.RuntimeException: Can't create handler inside thread that has not called Looper.prepare()


    at android.os.Handler.<init>(Handler.java:121)
    at android.app.Dialog.<init>(Dialog.java:101)
    at android.app.AlertDialog.<init>(AlertDialog.java:63)
    at android.app.AlertDialog$Builder.create(AlertDialog.java:797)
    at anywheresoftware.b4a.BA.raiseEvent2(BA.java:206)
    at anywheresoftware.b4a.BA.raiseEvent2(BA.java:157)
    at anywheresoftware.b4a.libgdx.LibGDX$LibGDX_Listener.render(LibGDX.java:122)
    at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:497)
    at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1364)
    at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1119)
** Activity (juego) Pause, UserClosed = true **

The error log doesn't match with the provided code. The log reports a problem with a particle effect.
 

fanfalveto

Active Member
Licensed User
Longtime User
Yes i know that,but why? only is when i return of this activity not of other activities. There are 3 activities and only from puzzle2 the program crash in that point
 
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