ShapeRenderer | simple yet powerful tool for creating vector graphics | Game Engine library
kandi X-RAY | ShapeRenderer Summary
kandi X-RAY | ShapeRenderer Summary
ShapeRenderer is a simple yet powerful tool for creating vector graphics directly in the Unity editor. With ShapeRenderer you can create and stylize any shapes you want on the fly without ever having to use third-party software. Because it creates dynamic meshes, your art will scale to any resolution without pixelation and your build sizes can be kept to a minimum. ShapeRenderer has an easy-to-use (and not overly bloated) interface similar to other built-in Renderer components. Simply attach a ShapeRenderer component to any GameObject and use the numerous appearance options to create your art. The ShapeRenderer component can also be controlled through scripting to achieve dynamic 2D animations, and supports 2D colliders for physics as well.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of ShapeRenderer
ShapeRenderer Key Features
ShapeRenderer Examples and Code Snippets
Community Discussions
Trending Discussions on ShapeRenderer
QUESTION
I'm using LibGDX to render 2d fog-of-war type functionality. This involves drawing a dark rectangle over the entire map with transparent holes in it where you can see the map below. I'm attempting to use OpenGl stencil buffer to create the circular masks, but I can't seem to get the logic correct.
The code below correctly draws the dark rectangle (the fog) but the circular masks are not being stenciled. i.e. the entire map is dark.
...ANSWER
Answered 2021-Nov-29 at 17:54One way you can achieve a fog-of-war effect is by keeping a Framebuffer
that you write transparent pixels to, and then draw that buffer ontop of your game view:
The steps are more or less:
Draw game
Update fog-of-war buffer
Draw fog-of-war ontop of the game
QUESTION
I'm working on a game in LibGDX. Right now, I am working on drawing a line from a moving entity's body current position in the direction that it is moving. Maybe I didn't word that correctly, so here's my very artistic representation of what I'm talking about.
The problem that I'm having is that vertical lines are always much longer than diagonal lines, and diagonal lines are always much longer than horizontal lines. What I'm wanting is for the line being projected from the entity to always be the same length regardless of the direction.
Below is the code used for drawing lines from the center of an entity's body. As you can see, I am scaling the line (e.g., by 25.0f). Maybe there's a formula that I could use to dynamically change this scalar depending on the direction?
...ANSWER
Answered 2021-Sep-07 at 10:13Normalize before you scale. By normalizing you are making the directional vector 1 unit in length, and by scaling it after by 25 you get a vector that is 25 units every time, regardless of how far apart thw current and previous positions are.
QUESTION
When I run this app, it's a little bit shaking. I can't understand, why that happens? What I should to do to circle's pixels don't shake?
...ANSWER
Answered 2021-Apr-12 at 05:05Your render is not being called with the same delta(time interval) between frames causing the perceived speed to judder. Normally with LibGDX the render method is called with the delta i.e. the time since the last render, however, you are using the ApplicationAdapter. You can compensate though by just getting the delta time yourself and changing your increment from
QUESTION
I am trying to render the bodies that I made in the open-source tool using ShapeRenderer. It seems to work for simple shapes like a square by simply retrieving the vertices and giving them back to the ShapeRenderer. However, when it comes to complex Bodies with about 9 polygons (the one I'm trying to render) I've tried rendering the polygons one by one, but it looks like it's giving me the same polygon over and over again, no matter how I initialize or go through my list of Vector2[]. I've been stuck on this for a while now, and any insight would help. (I'm using the BodyEditorLoader class to get the vertices)
BodyEditorLoader Class where I get my vertices from. (Gotten from open source library)
...ANSWER
Answered 2021-Feb-02 at 04:00For anyone wanting to do attempt the same, the error comes from me copying the wrong list of vectors. Instead of copying:
QUESTION
I found this interesting d3 Search Collapsible Tree here https://bl.ocks.org/jjzieve/a743242f46321491a950 and when I tried to run it on my machine locally it didn't work. I do realize the fact that I just started diving into coding world and have no previous experience but I wish if someone can help me taking a look at the way that I put the code from the source.
Is that how to do it? Why it doesn't work?
...ANSWER
Answered 2021-Jan-18 at 18:25I just compared your code and the sample code you provided on bl.ocks.org
Your issue is that you moved the data in flare.json
into the javascript section, causing d3.json
not to find any data. Try removing this large json portion in javascript and add a file called flare.json
in the same directory as your HTML file, and copy the JSON there.
The directory tree:
QUESTION
ANSWER
Answered 2021-Jan-14 at 12:22The exception means that snakeBody.first()
is called without any elements in the queue.
This is because snakeBody
in Buttons
is another Queue
than snakeBody
in GameState
.
In the Buttons
-class:
QUESTION
In my libgdx test game, I have initially created 2 circle objects (stellar) about which I will say more in details below. However, my goal is to simulate gravity in 2d, where smaller object orbits towards center of bigger object (just like earth orbits sun) but closer and closer to the center of bigger.
So, I have created the following:
- stellar1: smaller, 10px radius, 10 mass, dynamic (can move), initial position -160x90, velocity (0,0), accelerator (0,0)
- stellar2: bigger, 30px radius, 30 mass, static (cannot move), initial position 0x0, velocity (0,0), accelerator (0,0)
Here is also a screenshot, just to have a picture:
I will give the full code below of what I did so far, before that I want to mention I have 2 approaches, StellarTest1 and StellarTest2.
First StellarTest1, I've tried to add some extra values like 1000f to both x and y just to see something in action like:
...ANSWER
Answered 2020-Nov-22 at 16:47Your update approach in StellarTest1 looks conceptually fine to me (I assume this 1000f
factor is way to adjust the gravitational constant/mass of the bigger body). However, of you want some extra decay of the orbit, you need to add some fictitious velocity-dependent drag term to the acceleration. There is no need of StellarTest2, because you should get a comparable results while the calculation of cos and sin is slower and expensive, while the same components in StellarTest1 are calculated in a purely algebraic way (multiplication and division) which are much faster.
But to achieve some interesting orbit you need not only the two coordinates of the initial position of the smaller object, but also the two coordinates of the initial velocity of the smaller object! Without specifying the initial velocity or assuming it is zero you are not going to get a nice curved orbit. You need to choose initial velocity. Also, the orbits should not get nowhere near the center of the big object, because the Newtonian gravitational force-field has a singularity at the center of the bigger body, so the closer the smaller body gets to that singularity, the worse the orbit will look (and the numerical errors will blow out of proportion) and it is not surprising you are getting the smaller body shot out of the center of the bigger one.
In general there is a way to choose a velocity that will send the smaller body on an elliptic orbit with predefined orbital parameters: the length of the semi-major axis a
, orbital eccentricity e
, the angle omega
between the semi-major axis and the horizontal x-axis and the angle f
(called true anomaly) between the position vector from the bigger to the smaller body and the the semi-major axis.
QUESTION
I've looked at several examples of people creating tile maps, and I am unable to get the tile position where my mouse is pointed at.
I am using a spritebatch and GameTile[][] to create the map. Keep in mind that the tiles themselves are isometric and not actually a square.
The method renderMap() is where the map is actually is being rendered. createMap() just sets the initial GameTiles for an empty map.
The map is able to be dragged and zoomed in and out using Ortho camera.
Zooming out gives me an issue as well, the tiles seem to be shifted over on click
...ANSWER
Answered 2020-Oct-10 at 19:15Converting Cartesian coordinates to isometric is (sort of) done like this:
QUESTION
I'm trying to draw FilledRectangles behind two different images using this code. But the ShapeRenderer isn't drawing anything.
...ANSWER
Answered 2020-Jul-09 at 11:49I figured it out. All I had to do was begin another batch after I inserted the Filled Rectangles. This is what I did:
QUESTION
I know this question might get taken down but I'm going to ask it anyway.
I've been trying to make a draughts game in Java using Libgdx; I've been using Stage2D as well.
I don't know how to structure the project as I plan on having separate classes for the board, game, players, pieces and GUI. Also, I have written some code to draw a board, however, it doesn't seem to work with Stage2D.
I still want to figure this out myself, as I want to learn from this project. So, please do not give too much away.
However, I don't know how to draw the board or start this project.
All the resources and tutorials I have found online have been very unclear. I don't really know what to do.
...ANSWER
Answered 2020-May-31 at 10:18A few quick and superficial pointers:
You seem to have multiple challenges and problems. Focus on them one at a time if you can, dividing and conquering them one by one.
If you are doing this for the sake of learning and you are very new to programming, be very careful about not having a large scope for the project. Set a very modest goal for what you want to be able to do with the project, and once you have accomplished that, you can add an additional goal. Iteratively continuing. This is very risk-resilient, because you start from a relatively easy point and go from there. The drawback with this is that you may have to do a fair amount of work, because one design early one that was suitable then may not be suitable for later work, and this may require a rewrite and redesign to a smaller or larger degree. Once you get more experienced, planning and seeking to design early on can be very, very helpful, especially if you know that some important aspects are going to be important later and the design you choose early on will impact these - but again, this is once you are more experienced.
Consider what things you would like the game to be able to have, like AI (state-space-search), graphics, saving/loading, the player using a GUI to move around, etc. And then pick the few things that you consider both easy and most nice to have. If you are new, don't require it to be a cohesive whole, you can always take that on later as a more ambitious goal once you have more experience, have learned more, thought more about things, etc. Again, be very, very modest with your goals and scope, and get some experience and just learn.
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