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:

sterlingy

Active Member
Licensed User
Longtime User
Informatix, I believe it is working now. I forgot to turn off debug mode on the last compile

Thank you SOOOOOOOOOO much.

-SterlingY
 

sterlingy

Active Member
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Longtime User
Informatix. Here's something to chew on:

As the camera moves up the map, eventually the map end, and the Pacdroid moves into blackness (no background map.) Maps are always located with the lower left corner at (0,0). What I'd like to do is place another map and the end of the first one, and repeat this over and over, kind of like and endless runner type game.

Do you have any thoughts on how to achieve this?

Cheers,

SterlingY
 

Informatix

Expert
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Longtime User
Informatix. Here's something to chew on:

As the camera moves up the map, eventually the map end, and the Pacdroid moves into blackness (no background map.) Maps are always located with the lower left corner at (0,0). What I'd like to do is place another map and the end of the first one, and repeat this over and over, kind of like and endless runner type game.

Do you have any thoughts on how to achieve this?
I don't know what's the best solution in this case. Usually, the platform games with a side scrolling have various landscapes so there's no need for repeated tiles. And the never-ending-scrolling techniques are for textures, not tiles. If you find something that works fine, let us know.
 

sterlingy

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Longtime User
I did find this: https://github.com/MobiDevelop/libg...adlogic/gdx/tests/examples/RunnerExample.java

I was in the process of porting it to B4A, but I ran into some hurdles, as usual. For instance, it extends other classes, including one called "GdxTest" which I have know idea about.

Then there's this stuff, which I could find any reference to in your port of libGDX:
B4X:
import com.badlogic.gdx.maps.tiled.TiledMapTile;
import com.badlogic.gdx.maps.tiled.TiledMapTileLayer;
import com.badlogic.gdx.maps.tiled.TiledMapTileLayer.Cell;
import com.badlogic.gdx.maps.tiled.TiledMapTileSet;
import com.badlogic.gdx.maps.tiled.TiledMapTileSets;

The coder of the above link wrote this to me on the libGDX forum:

Essentially that uses a TiledMap subclass that adds positioning, and a custom renderer that takes the map positioning into account when drawing the tiles. As it is intended to be an "endless runner", it reuses two map instances and swaps between them, regenerating each map "section" as it is swapped in.

Maybe your brilliant brain can figure it out.

Cheers,

SterlingY
 

Informatix

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Longtime User

That looks good.

GdxTest is an abstract class with no code, so you don't need it.

com.badlogic.gdx.maps.tiled.TiledMapTile -> it's an interface, not a class (example of class using this interface: lgMapStaticTiledMapTile)
com.badlogic.gdx.maps.tiled.TiledMapTileLayer -> lgMapTiledMapLayer
com.badlogic.gdx.maps.tiled.TiledMapTileLayer.Cell -> lgMapTiledMapLayerCell
com.badlogic.gdx.maps.tiled.TiledMapTileSet -> lgMapTiledMapSet
com.badlogic.gdx.maps.tiled.TiledMapTileSets -> lgMapTiledMapSets

Maybe your brilliant brain can figure it out.

:) My skull contains more mud than brain actually.
 

sterlingy

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Longtime User
Informatix, I've been trying to port the RunnerExample.java. Mostly it's not to difficult, but a few things I'm having trouble with:

I can't find OrthoCamController I assumed it would have been lgOrthoCamController

TextureRegion[][] splitTiles = TextureRegion.split(tiles, 32, 32)
I don't know what to do following the "=" as TextureRegion is not a variable

map1.getTileSets().addTileSet(tileset)
The closest I could get is : map1.TileSets.getTileSet. (and then there is no option for addTileSet)

super(map)
Not sure what super is, but it's probably not a libGDX thing

map.getLayers()
Am I assuming correctly that this translate to map.Layers.GetAllLayers?

I hope to have this working over the weekend. I'll share it with everyone, as it might be of some use. You could probably do this in 30 minutes, but even though I struggle, it helps me learn.

Cheers,

Sterling
 

Informatix

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Longtime User
I can't find OrthoCamController I assumed it would have been lgOrthoCamController

If I remember correctly, it's some code to move the camera in the test apps. It's not a part of the lib and you can do the same thing with B4A (e.g. with the gesture detector).

TextureRegion[][] splitTiles = TextureRegion.split(tiles, 32, 32)
I don't know what to do following the "=" as TextureRegion is not a variable

Look at my Animation demo and my Map_Hexagonal demo. I show two ways to get arrays from a split.

map1.getTileSets().addTileSet(tileset)
The closest I could get is : map1.TileSets.getTileSet. (and then there is no option for addTileSet)

lgMapTiledMapSets (note the final s)

super(map)
Not sure what super is, but it's probably not a libGDX thing

Yes, forget. It calls the constructor of the ancestor of the class (you don't need to bother with that in general with B4A).

map.getLayers()
Am I assuming correctly that this translate to map.Layers.GetAllLayers?

No, to map.Layers. When a library is wrapped, usually the get and set are removed and the two functions become a single property in B4A.

I hope to have this working over the weekend. I'll share it with everyone, as it might be of some use.

Great.

Sunday, I take the plane to La Réunion island for the Christmas holidays so I won't be able to help before 2014.
 

sterlingy

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Longtime User
Thanks Informatix. Everything above is a great help. If we don't connect before, have a wonderful Christmas and New Years

Cheers,

Sterling
 

Beja

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Thanks Informatix for the great lib and examples..

I go this error message in ALL of the examples:
Parsing code. 0.00
Compiling code. 0.03
Compiling layouts code. 0.00
Generating R file. Error
AndroidManifest.xml:17: error: No resource identifier found for attribute 'hardwareAccelerated' in package 'android'
 

sterlingy

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Longtime User
Informatix,

I finished porting the runnerExample.Java code. I can't run it yet because there are a few things I still can't find:

For starters, this is suppose to be an extension BatchSpriteMapRenderer, So I think I've not set up my globals and initialized properly

'Class module
Sub Class_Globals
Dim vertices(20) As Float
Dim thisMap As TiledMapEx
Dim Batch As lgSpriteBatch
End Sub

'Initializes the object. You can add parameters to this method if needed.
Public Sub Initialize(vMap As TiledMapEx)

thisMap = vMap

End Sub

Public Sub renderObject(vObject As lgMapObject) '#1 this doesn't seem to be used but it was in the original code
End Sub

Public Sub renderTileLayer(vlayer As lgMapTiledMapLayer)

Dim rendMap As TiledMapEx = (TiledMapEx) getMap() '#2 I don't know what to make of this Java code. I assume that it gets a map bu treats it like the class of TiledMapEx instead of TileMap. I don't know how to change an object's class if that is the case, an what map is it getting? I assume it's something.Map or something.getMap

Dim Color As Float = Color.toFloatBits(1, 1, 1, vlayer.getOpacity) '#3 I know there is an lgCOlor, but it doesn't have "toFloatBits" as a method

Dim layerWidth As Int = vlayer.Width
Dim layerHeight As Int = vlayer.Height

Dim layerTileWidth As Float = vlayer.TileWidth * unitScale '#4 I know this should be renderer.unitScale, but the renderer is in another class. Do I need to pass it when initializing this class?
Dim layerTileHeight As Float = vlayer.TileHeight * unitScale

Dim col1 As Int = Max(0, (Int) ((viewBounds.x - rendMap.x) / layerTileWidth))
Dim col2 As Int = Min(layerWidth, (Int) (((viewBounds.x - rendMap.x) + viewBounds.width + layerTileWidth) / layerTileWidth)) '#5 Same as the unitScale issue, I guess

Dim row1 As Int = Max(0, (Int) ((viewBounds.y - rendMap.y) / layerTileHeight))
Dim row2 As Int = Min(layerHeight, (Int) (((viewBounds.y - rendMap.y) + viewBounds.height + layerTileHeight) / layerTileHeight))

Dim y As Float = row1 * layerTileHeight + rendMap.y
Dim xStart = col1 * layerTileWidth + rendMap.x
Dim vertices() As Float = this.vertices '#6 This doesn't seem to make sense to me I know b4a doesn't have "this" but also, vertices is a global array. Why's it being Dimmed again, and without the definition for the number of elements?

.
.
.
.
Dim x1 As Float = x
Dim y1 As Float = y
Dim x2 As Float = x1 + region.RegionWidth * unitScale
Dim y2 As Float = y1 + region.RegionHeight * unitScale

Dim u1 As Float = region.U
Dim v1 As Float = region.v2
Dim u2 As Float = region.u2
Dim v2 As Float = region.V

vertices(x1) = x1
vertices(y1) = y1
vertices(C1) = Color '#7 This is never declared. Perhaps there's some internal Java thing that allows it to appear out of nowhere
vertices(u1) = u1
vertices(v1) = v1

vertices(x2) = x1
vertices(y2) = y2
vertices(C2) = Color '#8 From here on down is probably the same issue as above
vertices(u2) = u1
vertices(v2) = v2

vertices(x3) = x2
vertices(y3) = y2
vertices(C3) = Color
vertices(u3) = u2
vertices(v3) = v2

Again, I hope you have or have had a great vacation. I'm in sunny California now, but will be in sub-zero temps in New England for the holidays.

-Sterlingy

P.S. I don't know why the code didn't retain it's indent formatting
 
Last edited:

Informatix

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Thanks Informatix for the great lib and examples..

I go this error message in ALL of the examples:
In the Basic4Android IDE, go to “Tools/Configure Paths”. Be sure the android.jar is set to version 11 or higher (this setting is important to compile successfully but has no influence on the Android version required by your application, which is set in the manifest by minSdkVersion, so you can select the latest Jar present in your Android SDK folder).

"hardwareAccelerated" is not in all examples. Only a few. It is useless. You can remove the line in the manifest.
 

Informatix

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Informatix,

I finished porting the runnerExample.Java code. I can't run it yet because there are a few things I still can't find:

For starters, this is suppose to be an extension BatchSpriteMapRenderer, So I think I've not set up my globals and initialized properly



Again, I hope you have or have had a great vacation. I'm in sunny California now, but will be in sub-zero temps in New England for the holidays.

-Sterlingy

P.S. I don't know why the code didn't retain it's indent formatting
Now that I looked closely to the code of the example, I realize that it is not easy to port to B4A (you have to extend another class, which is impossible, and not extending it complicates a lot your work). I planned for the beginning of 2014 to update my code to the version 0.9.9 of libGDX. I will provide you a solution to endlessly scroll a map at this moment. I hope you can wait a few weeks.
 

sterlingy

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Informatix,

I will provide you a solution to endlessly scroll a map at this moment. I hope you can wait a few weeks.

You rock. Yes, I can wait. I can work on other aspects of the mechanics, and if I run out of things to do, or just become stumped, I'll work on graphic design, plus I'll be spending a lot of time with my family anyway.

If you are wondering about functionality, It would be good to be able to load multiple maps so that one can move from one onto another, like moving from the city to the country, to the desert, then back to the city, and so forth, as opposed to one map that just repeats itself, of course, that could be an option as well.

Also, despite hours working on this, all was not in vain. I learned a lot, especially with your help.

Have a blast, and rest up while you are away, if it is possible to both!

-Sterlingy
 

Beja

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"hardwareAccelerated" is not in all examples. Only a few.

That was a big mistake of mine, and was against my responsible of being accurate. Neutrality is
very difficult to maintain. After trying 2 examples, then I took other two randomly and it happened
they were both with "hardwareAccelerated, so I wrongly concluded it is all of the examples.

Thank you very much for the note and the help.
 

Beja

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Informatix,

Sorry but I utterly failed to add views to the activity by creating a .bal file in designer. no errors but the
app ran normally with no button shown on the screen.. Can these examples run inside a panel?
Thanks in advance
 

alhowiriny

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I've being away from this forum for months.. its good to see high quality library like this one. Thank you Informatix.
 

Informatix

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Informatix,

Sorry but I utterly failed to add views to the activity by creating a .bal file in designer. no errors but the
app ran normally with no button shown on the screen.. Can these examples run inside a panel?
Thanks in advance

What you're trying to do is not really clear to me. You can place a libGDX view inside a panel, of course, but you cannot add this view in your designer. It has been done programmatically.
 

sterlingy

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Informatix,

I hope you had a great vacation!

You'd be stunned by the progress I've made with your lib. Of course, I still struggle, but I think I'm days away from an alpha release of my app. Right now, I am stumbling over one issue.

I used the application Tiled to create a map and some polyline objects. I want to read the polylines and use their vertices to create a BOX2D edge, but I can't figure out how to access this information from the tiled map object. I can see the object layer, but not sure how to get its vertices.

Thoughts?

-S
 

Informatix

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I hope you had a great vacation!

Yes, I left La Reunion a few days before a cyclone strikes it. I just had news from my family on the island and they are out of danger now.

You'd be stunned by the progress I've made with your lib. Of course, I still struggle, but I think I'm days away from an alpha release of my app.

Great news! I'm working too with libGDX currently.

Right now, I am stumbling over one issue. I used the application Tiled to create a map and some polyline objects. I want to read the polylines and use their vertices to create a BOX2D edge, but I can't figure out how to access this information from the tiled map object. I can see the object layer, but not sure how to get its vertices.

To be honest, I didn't test at all the lgMapPolylineMapObject class so I'm afraid that I'm of no help. I suppose that you get a polyline with one of the functions of this class and you can get its vertices with the getVertices function of the lgMathPolyline class.

I wish you (and everybody) a happy new year !
 
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