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libgdx | Туториалы по LibGDX | Game Engine library

 by   Suvitruf Java Version: Current License: No License

 by   Suvitruf Java Version: Current License: No License

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kandi X-RAY | libgdx Summary

libgdx is a Java library typically used in Gaming, Game Engine applications. libgdx has no vulnerabilities and it has high support. However libgdx has 161 bugs and it build file is not available. You can download it from GitHub.
Туториалы по LibGDX
Support
Support
Quality
Quality
Security
Security
License
License
Reuse
Reuse

kandi-support Support

  • libgdx has a highly active ecosystem.
  • It has 143 star(s) with 103 fork(s). There are 18 watchers for this library.
  • It had no major release in the last 12 months.
  • There are 0 open issues and 1 have been closed. On average issues are closed in 31 days. There are no pull requests.
  • It has a positive sentiment in the developer community.
  • The latest version of libgdx is current.
libgdx Support
Best in #Game Engine
Average in #Game Engine
libgdx Support
Best in #Game Engine
Average in #Game Engine

quality kandi Quality

  • libgdx has 161 bugs (0 blocker, 9 critical, 152 major, 0 minor) and 2210 code smells.
libgdx Quality
Best in #Game Engine
Average in #Game Engine
libgdx Quality
Best in #Game Engine
Average in #Game Engine

securitySecurity

  • libgdx has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
  • libgdx code analysis shows 0 unresolved vulnerabilities.
  • There are 31 security hotspots that need review.
libgdx Security
Best in #Game Engine
Average in #Game Engine
libgdx Security
Best in #Game Engine
Average in #Game Engine

license License

  • libgdx does not have a standard license declared.
  • Check the repository for any license declaration and review the terms closely.
  • Without a license, all rights are reserved, and you cannot use the library in your applications.
libgdx License
Best in #Game Engine
Average in #Game Engine
libgdx License
Best in #Game Engine
Average in #Game Engine

buildReuse

  • libgdx releases are not available. You will need to build from source code and install.
  • libgdx has no build file. You will be need to create the build yourself to build the component from source.
  • libgdx saves you 4928 person hours of effort in developing the same functionality from scratch.
  • It has 10379 lines of code, 948 functions and 179 files.
  • It has medium code complexity. Code complexity directly impacts maintainability of the code.
libgdx Reuse
Best in #Game Engine
Average in #Game Engine
libgdx Reuse
Best in #Game Engine
Average in #Game Engine
Top functions reviewed by kandi - BETA

kandi has reviewed libgdx and discovered the below as its top functions. This is intended to give you an instant insight into libgdx implemented functionality, and help decide if they suit your requirements.

  • generate all npc .
    • Finds around the block around which it contains blocks around
      • Destroy buildings inside the bomb
        • Shows background to the background
          • Loads the regions from the texture .
            • Render save save .
              • Add a new direction .
                • check the collision
                  • Change direction .
                    • Shows the stage

                      Get all kandi verified functions for this library.

                      Get all kandi verified functions for this library.

                      libgdx Key Features

                      Туториалы по LibGDX

                      libgdx Examples and Code Snippets

                      See all related Code Snippets

                      How to separate ads View from Game View?

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                      //define the layout
                      layout = new RelativeLayout(this);
                      
                      //adView Container RelativeLayout
                      RelativeLayout adContainerRL = new RelativeLayout(this);
                      adContainerRL.setBackgroundColor(Color.BLACK);
                      adContainerRL.setId(ViewCompat.generateViewId());
                      RelativeLayout.LayoutParams adContainerParams = new RelativeLayout.LayoutParams(ViewGroup.LayoutParams.MATCH_PARENT, ViewGroup.LayoutParams.WRAP_CONTENT);
                      adContainerParams.addRule(RelativeLayout.ALIGN_PARENT_TOP);
                      layout.addView(adContainerRL, adContainerParams);
                      
                      //adView
                      AdView bannerAd = new AdView(this);
                      bannerAd.setAdUnitId("ca-app-pub-3940256099942544/6300978111"); //this is a test ad unit id
                      bannerAd.setAdSize(AdSize.BANNER);
                      RelativeLayout.LayoutParams adViewParams = new RelativeLayout.LayoutParams(ViewGroup.LayoutParams.WRAP_CONTENT, ViewGroup.LayoutParams.WRAP_CONTENT);
                      adViewParams.addRule(RelativeLayout.ALIGN_PARENT_TOP);
                      adViewParams.addRule(RelativeLayout.CENTER_IN_PARENT);
                      adContainerRL.addView(bannerAd, adViewParams);
                      
                      //gameView
                      View gameView = initializeForView(game, config);
                      RelativeLayout.LayoutParams gameViewParams = new RelativeLayout.LayoutParams(ViewGroup.LayoutParams.MATCH_PARENT, ViewGroup.LayoutParams.MATCH_PARENT);
                      gameViewParams.addRule(RelativeLayout.BELOW, adContainerRL.getId());
                      layout.addView(gameView, gameViewParams);
                      
                      //set the layout
                      setContentView(layout);
                      
                      //load ad
                      AdRequest ad = new AdRequest.Builder().build();
                      bannerAd.loadAd(ad);
                      
                      layout = new RelativeLayout(this);
                      
                      //adView Container RelativeLayout
                      RelativeLayout adContainerRL = new RelativeLayout(this);
                      adContainerRL.setBackgroundColor(Color.BLACK);
                      adContainerRL.setId(ViewCompat.generateViewId());
                      RelativeLayout.LayoutParams adContainerParams = new RelativeLayout.LayoutParams(ViewGroup.LayoutParams.MATCH_PARENT, ViewGroup.LayoutParams.WRAP_CONTENT);
                      adContainerParams.addRule(RelativeLayout.ALIGN_PARENT_TOP);
                      layout.addView(adContainerRL, adContainerParams);
                      
                      //adView
                      AdView bannerAd = new AdView(this);
                      bannerAd.setAdUnitId("ca-app-pub-3940256099942544/6300978111"); //this is a test ad unit id
                      bannerAd.setAdSize(AdSize.BANNER);
                      RelativeLayout.LayoutParams adViewParams = new RelativeLayout.LayoutParams(ViewGroup.LayoutParams.WRAP_CONTENT, ViewGroup.LayoutParams.WRAP_CONTENT);
                      adViewParams.addRule(RelativeLayout.ALIGN_PARENT_TOP);
                      adViewParams.addRule(RelativeLayout.CENTER_IN_PARENT);
                      adContainerRL.addView(bannerAd, adViewParams);
                      
                      //gameView
                      View gameView = initializeForView(game, config);
                      RelativeLayout.LayoutParams gameViewParams = new RelativeLayout.LayoutParams(ViewGroup.LayoutParams.MATCH_PARENT, ViewGroup.LayoutParams.MATCH_PARENT);
                      gameViewParams.addRule(RelativeLayout.BELOW, adContainerRL.getId());
                      layout.addView(gameView, gameViewParams);
                      
                      //set the layout
                      setContentView(layout);
                      
                      //load ad
                      AdRequest ad = new AdRequest.Builder().build();
                      bannerAd.loadAd(ad);
                      

                      Removing the proxy and host from Netbeans

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                          ## For more details on how to configure your build environment visit
                          # http://www.gradle.org/docs/current/userguide/build_environment.html
                          #
                          # Specifies the JVM arguments used for the daemon process.
                          # The setting is particularly useful for tweaking memory settings.
                          # Default value: -Xmx1024m -XX:MaxPermSize=256m
                          # org.gradle.jvmargs=-Xmx2048m -XX:MaxPermSize=512m -XX:+HeapDumpOnOutOfMemoryError -Dfile.encoding=UTF-8
                          #
                          # When configured, Gradle will run in incubating parallel mode.
                          # This option should only be used with decoupled projects. More details, visit
                          # http://www.gradle.org/docs/current/userguide/multi_project_builds.html#sec:decoupled_projects
                          # org.gradle.parallel=true
                          #Sat Dec 25 18:51:22 CST 2021 
                      systemProp.http.proxyHost=SSTap 
                      systemProp.https.proxyHost=SSTap 
                      systemProp.https.proxyPort=25378 
                      systemProp.http.proxyPort=25378 
                      systemProp.https.nonProxyHosts=127.0.0.1
                      systemProp.http.nonProxyHosts=127.0.0.1
                      

                      Libgdx Rendering Bitmap font to pixmap texture causes extremely slow rendering

                      copy iconCopydownload iconDownload
                      @Override
                      public void resize(int width, int height) {
                          //...
                          stage.getViewport().update(width, height, true);
                          stage.getRoot().setCullingArea(
                              new Rectangle(0f, 0f, stage.getViewport().getWorldWidth(), stage.getViewport().getWorldHeight())
                          );
                      }
                      

                      LibGDX / OpenGL Stencil Buffer masking not working

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                      // Draw the game
                      batch.setProjectionMatrix(camera.combined);
                      batch.begin();
                          batch.draw(map, 0, 0);
                      batch.end();
                      
                      // Draw the fog of war to a previously initialized FrameBuffer without first clearing the buffer
                      fogOfWarBuffer.begin(); 
                          shapeRenderer.setProjectionMatrix(camera.combined);
                          shapeRenderer.begin(ShapeRenderer.ShapeType.Filled);
                              shapeRenderer.setColor(1, 1, 1, 0);
                              shapeRenderer.circle(position.x, position.y, 64, 16);
                          shapeRenderer.end();
                      fogOfWarBuffer.end();
                      
                      // Draw the FrameBuffer as a texture
                      batch.begin();
                          batch.draw(fogOfWarRegion, 0, 0, camera.viewportWidth, camera.viewportHeight);
                      batch.end();
                      
                      import com.badlogic.gdx.Game;
                      import com.badlogic.gdx.Gdx;
                      import com.badlogic.gdx.graphics.GL20;
                      import com.badlogic.gdx.graphics.OrthographicCamera;
                      import com.badlogic.gdx.graphics.Pixmap;
                      import com.badlogic.gdx.graphics.Texture;
                      import com.badlogic.gdx.graphics.g2d.SpriteBatch;
                      import com.badlogic.gdx.graphics.g2d.TextureRegion;
                      import com.badlogic.gdx.graphics.glutils.FrameBuffer;
                      import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
                      import com.badlogic.gdx.math.MathUtils;
                      import com.badlogic.gdx.math.Vector2;
                      
                      public class FogOfWarGame extends Game {
                          OrthographicCamera camera;
                          ShapeRenderer shapeRenderer;
                          SpriteBatch batch;
                          Texture map;
                          FrameBuffer fogOfWarBuffer;
                          TextureRegion fogOfWarRegion;
                          Vector2 position;
                          Vector2 direction = new Vector2(1.0f, 0.0f);
                      
                          @Override
                          public void create() {
                              position = new Vector2(Gdx.graphics.getWidth()/2.0f, Gdx.graphics.getHeight()/2.0f);
                              camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
                              camera.position.set(camera.viewportWidth / 2.0f, camera.viewportHeight / 2.0f, 0.0f);
                              camera.update();
                      
                              map = new Texture("zelda.png");
                      
                              fogOfWarBuffer = new FrameBuffer(Pixmap.Format.RGBA8888, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), false);
                              fogOfWarBuffer.begin();
                              {
                                  Gdx.gl.glClearColor(1.0f, 0.5f, 0.8f, 1.0f);
                                  Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
                              }
                              fogOfWarBuffer.end();
                      
                              fogOfWarRegion = new TextureRegion(fogOfWarBuffer.getColorBufferTexture());
                              fogOfWarRegion.flip(false, true);
                      
                              shapeRenderer = new ShapeRenderer();
                              batch = new SpriteBatch();
                          }
                      
                          @Override
                          public void render() {
                              position.add(direction);
                              if (MathUtils.random() > 0.9f)
                                  direction.rotateDeg(MathUtils.random(-45, 45));
                      
                              // Draw the game
                              batch.setProjectionMatrix(camera.combined);
                              batch.begin();
                                  batch.draw(map, 0, 0);
                              batch.end();
                      
                              // Draw the fog of war to a previously initialized FrameBuffer without first clearing the buffer
                              fogOfWarBuffer.begin();
                                  shapeRenderer.setProjectionMatrix(camera.combined);
                                  shapeRenderer.begin(ShapeRenderer.ShapeType.Filled);
                                      shapeRenderer.setColor(1, 1, 1, 0);
                                      shapeRenderer.circle(position.x, position.y, 64, 16);
                                  shapeRenderer.end();
                              fogOfWarBuffer.end();
                      
                              // Draw the FrameBuffer as a texture
                              batch.begin();
                                  batch.draw(fogOfWarRegion, 0, 0, camera.viewportWidth, camera.viewportHeight);
                              batch.end();
                          }
                      }
                      
                      // Draw the game
                      batch.setProjectionMatrix(camera.combined);
                      batch.begin();
                          batch.draw(map, 0, 0);
                      batch.end();
                      
                      // Draw the fog of war to a previously initialized FrameBuffer without first clearing the buffer
                      fogOfWarBuffer.begin(); 
                          shapeRenderer.setProjectionMatrix(camera.combined);
                          shapeRenderer.begin(ShapeRenderer.ShapeType.Filled);
                              shapeRenderer.setColor(1, 1, 1, 0);
                              shapeRenderer.circle(position.x, position.y, 64, 16);
                          shapeRenderer.end();
                      fogOfWarBuffer.end();
                      
                      // Draw the FrameBuffer as a texture
                      batch.begin();
                          batch.draw(fogOfWarRegion, 0, 0, camera.viewportWidth, camera.viewportHeight);
                      batch.end();
                      
                      import com.badlogic.gdx.Game;
                      import com.badlogic.gdx.Gdx;
                      import com.badlogic.gdx.graphics.GL20;
                      import com.badlogic.gdx.graphics.OrthographicCamera;
                      import com.badlogic.gdx.graphics.Pixmap;
                      import com.badlogic.gdx.graphics.Texture;
                      import com.badlogic.gdx.graphics.g2d.SpriteBatch;
                      import com.badlogic.gdx.graphics.g2d.TextureRegion;
                      import com.badlogic.gdx.graphics.glutils.FrameBuffer;
                      import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
                      import com.badlogic.gdx.math.MathUtils;
                      import com.badlogic.gdx.math.Vector2;
                      
                      public class FogOfWarGame extends Game {
                          OrthographicCamera camera;
                          ShapeRenderer shapeRenderer;
                          SpriteBatch batch;
                          Texture map;
                          FrameBuffer fogOfWarBuffer;
                          TextureRegion fogOfWarRegion;
                          Vector2 position;
                          Vector2 direction = new Vector2(1.0f, 0.0f);
                      
                          @Override
                          public void create() {
                              position = new Vector2(Gdx.graphics.getWidth()/2.0f, Gdx.graphics.getHeight()/2.0f);
                              camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
                              camera.position.set(camera.viewportWidth / 2.0f, camera.viewportHeight / 2.0f, 0.0f);
                              camera.update();
                      
                              map = new Texture("zelda.png");
                      
                              fogOfWarBuffer = new FrameBuffer(Pixmap.Format.RGBA8888, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), false);
                              fogOfWarBuffer.begin();
                              {
                                  Gdx.gl.glClearColor(1.0f, 0.5f, 0.8f, 1.0f);
                                  Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
                              }
                              fogOfWarBuffer.end();
                      
                              fogOfWarRegion = new TextureRegion(fogOfWarBuffer.getColorBufferTexture());
                              fogOfWarRegion.flip(false, true);
                      
                              shapeRenderer = new ShapeRenderer();
                              batch = new SpriteBatch();
                          }
                      
                          @Override
                          public void render() {
                              position.add(direction);
                              if (MathUtils.random() > 0.9f)
                                  direction.rotateDeg(MathUtils.random(-45, 45));
                      
                              // Draw the game
                              batch.setProjectionMatrix(camera.combined);
                              batch.begin();
                                  batch.draw(map, 0, 0);
                              batch.end();
                      
                              // Draw the fog of war to a previously initialized FrameBuffer without first clearing the buffer
                              fogOfWarBuffer.begin();
                                  shapeRenderer.setProjectionMatrix(camera.combined);
                                  shapeRenderer.begin(ShapeRenderer.ShapeType.Filled);
                                      shapeRenderer.setColor(1, 1, 1, 0);
                                      shapeRenderer.circle(position.x, position.y, 64, 16);
                                  shapeRenderer.end();
                              fogOfWarBuffer.end();
                      
                              // Draw the FrameBuffer as a texture
                              batch.begin();
                                  batch.draw(fogOfWarRegion, 0, 0, camera.viewportWidth, camera.viewportHeight);
                              batch.end();
                          }
                      }
                      
                              //enable stencil and depth testing
                              gl.glEnable(GL_STENCIL_TEST);
                              gl.glEnable(GL_DEPTH_TEST);
                              //enable blending because our fog has alpha
                              Gdx.gl.glEnable(GL20.GL_BLEND);
                              Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
                              //stencil op which writes to stencil when test passes
                              gl.glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
                              //clear stencil buffer
                              gl.glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
                              //always pass the stencil test and mask to accept all values
                              gl.glStencilFunc(GL_ALWAYS, 1, 0xFF);
                              gl.glStencilMask(0xFF);
                      
                              //draw our cut out circles
                              drawCircles();
                      
                              //change stencil function to only match where stencil was written
                              gl.glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
                              //change mask so nothing is written to stencil
                              gl.glStencilMask(0x00);
                      
                      
                              drawFog();
                      
                              //disable features
                              gl.glDisable(GL_STENCIL_TEST);
                              gl.glDisable(GL_DEPTH_TEST);
                              gl.glDisable(GL_BLEND);
                      

                      Scala with LibGDX outputs error when creating Animation

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                      walkAnimation = new Animation(1f/4f, frames:_*)
                      
                      Animation(float frameDuration, T... keyFrames)
                      
                      
                      import com.badlogic.gdx.utils.{Array => GDXArray}
                      val frames: GDXArray[TextureRegion] = new GDXArray(TextureRegion.split(walkSheet, walkSheet.getWidth / 1, walkSheet.getHeight / 10).flatMap(_.toList))
                      walkAnimation = new Animation(1f/4f, frames)
                        
                      
                      walkAnimation = new Animation(1f/4f, frames:_*)
                      
                      Animation(float frameDuration, T... keyFrames)
                      
                      
                      import com.badlogic.gdx.utils.{Array => GDXArray}
                      val frames: GDXArray[TextureRegion] = new GDXArray(TextureRegion.split(walkSheet, walkSheet.getWidth / 1, walkSheet.getHeight / 10).flatMap(_.toList))
                      walkAnimation = new Animation(1f/4f, frames)
                        
                      
                      walkAnimation = new Animation(1f/4f, frames:_*)
                      
                      Animation(float frameDuration, T... keyFrames)
                      
                      
                      import com.badlogic.gdx.utils.{Array => GDXArray}
                      val frames: GDXArray[TextureRegion] = new GDXArray(TextureRegion.split(walkSheet, walkSheet.getWidth / 1, walkSheet.getHeight / 10).flatMap(_.toList))
                      walkAnimation = new Animation(1f/4f, frames)
                        
                      

                      Plugin with id 'org.wisepersist.gradle' not found

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                      buildscript {
                        repositories {
                          maven {
                            url "https://plugins.gradle.org/m2/"
                          }
                        }
                        dependencies {
                          classpath "org.wisepersist:gwt-gradle-plugin:1.1.15"
                        }
                      }
                      
                      apply plugin: "org.wisepersist.gwt"
                      

                      How can I stop my textures from becoming low resolution in libGDX

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                      textureObject.setFilter(TextureFilter.Nearest, TextureFilter.Nearest);
                      

                      using serial monitor as a button input for LibGDX game

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                          // Runnable class, listens for serial input
                          public class serialListener implements Runnable {
                              
                              @Override
                              public void run() {
                                  // Listen for input, and calls corresponding methods in your game
                              }
                          }
                      
                          public class myGame extends GameAdapter {
                              
                              private serialListener listener = new serialListener();
                              private Thread ListenerThread;
                              
                              @Override
                              public void Create(){
                                  ListenerThread = new Thread(listener);
                                  ListenerThread.setDaemon(true);
                                  ListenerThread.start();
                              }
                          }
                      
                          // Runnable class, listens for serial input
                          public class serialListener implements Runnable {
                              
                              @Override
                              public void run() {
                                  // Listen for input, and calls corresponding methods in your game
                              }
                          }
                      
                          public class myGame extends GameAdapter {
                              
                              private serialListener listener = new serialListener();
                              private Thread ListenerThread;
                              
                              @Override
                              public void Create(){
                                  ListenerThread = new Thread(listener);
                                  ListenerThread.setDaemon(true);
                                  ListenerThread.start();
                              }
                          }
                      
                      #include "Keyboard.h"
                      
                      #define left 2
                      #define right 3
                      
                      void setup() {
                        //start a serial connection, because the keyboard uses this connection
                        Serial.begin(9600);
                        //create a keyboard
                        Keyboard.begin();
                      }
                       
                      void loop() {
                        if(digitalRead(left))
                        {
                          Keyboard.write(KEY_LEFT_ARROW);// the KEY_LEFT_ARROW is defined in Keyboard.h
                        }
                        if(digitalRead(right))
                        {
                          Keyboard.write(KEY_RIGHT_ARROW);
                        }
                        // ...other keys...
                      
                        delay(100);//debounce button
                      }
                      

                      HTTP request fails even if the connection is active

                      copy iconCopydownload iconDownload
                       networkaddress.cache.ttl = 0
                       networkaddress.cache.negative.ttl = 0
                      
                      StrictMode.ThreadPolicy policy = new StrictMode.ThreadPolicy.Builder().permitAll().build();
                      StrictMode.setThreadPolicy(policy);
                      

                      For loop while removing items from ArrayList

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                      val list = arrayListOf<Int>()
                      val listIterator = list.iterator()
                      while(listIterator.hasNext()){
                          //get item
                          val item = listIterator.next() 
                          //items can be removed safely using
                          listIterator.remove()
                      }
                      
                      private val texture = Texture("badlogic.jpg")
                      private val myArray = Array<Texture>()
                      
                          fun dispose(){
                             myArray[i].dispose()
                          }
                      

                      See all related Code Snippets

                      Community Discussions

                      Trending Discussions on libgdx
                      • How can I use the Android String Translation in a LibGDX Project?
                      • Noob question using legacy LWJGL with canvas
                      • How to separate ads View from Game View?
                      • Removing the proxy and host from Netbeans
                      • Event handling in libgdx not working as expected
                      • Libgdx Rendering Bitmap font to pixmap texture causes extremely slow rendering
                      • LibGDX / OpenGL Stencil Buffer masking not working
                      • Scala with LibGDX outputs error when creating Animation
                      • LibGDX cant find .tsx file
                      • Plugin with id 'org.wisepersist.gradle' not found
                      Trending Discussions on libgdx

                      QUESTION

                      How can I use the Android String Translation in a LibGDX Project?

                      Asked 2022-Mar-23 at 23:10

                      I'm trying to use the Android String Resources for an LibGDX Project.

                      Unfortunately, I can only access the getString()-Method and the R class from the android package.

                      What can I do to access them from also the core package?

                      Or is it even better to use another solution for translation files?

                      ANSWER

                      Answered 2022-Mar-23 at 23:10

                      Three different paths you can take:

                      1. Merge your core module code into the android module and simply don't use core. The downside with doing this is you will lose the ability to easily test on your desktop (it's faster to compile a desktop build for rapidly testing code changes), and you lose the ability to port to other platforms like desktop and iOS.

                      2. Use libGDX's localization classes to manage your strings in different languages, instead of Android resources. There are instructions on how to use it here. This is the easiest solution, and it keeps it cross-platform.

                      3. Maybe you could write some kind of Gradle task that extracts your String IDs from the generated R class each time you build your Android module, and makes copies of them available in a Java class in your core module, and uses them to retrieve Strings from the XML through some kind of interface. This is the super difficult solution.

                      Source https://stackoverflow.com/questions/71585736

                      Community Discussions, Code Snippets contain sources that include Stack Exchange Network

                      Vulnerabilities

                      No vulnerabilities reported

                      Install libgdx

                      You can download it from GitHub.
                      You can use libgdx like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the libgdx component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

                      Support

                      For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .

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