libgdx | Unofficial libgdx svn clone | Game Engine library

 by   ejotado Java Version: Current License: No License

kandi X-RAY | libgdx Summary

kandi X-RAY | libgdx Summary

libgdx is a Java library typically used in Gaming, Game Engine applications. libgdx has no bugs, it has no vulnerabilities and it has low support. However libgdx build file is not available. You can download it from GitHub.

This is libgdx, a cross-platform Java game development framework based on OpenGL (ES). For more information please visit:.

            kandi-support Support

              libgdx has a low active ecosystem.
              It has 4 star(s) with 8 fork(s). There are 1 watchers for this library.
              It had no major release in the last 6 months.
              libgdx has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of libgdx is current.

            kandi-Quality Quality

              libgdx has no bugs reported.

            kandi-Security Security

              libgdx has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-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.

            kandi-Reuse Reuse

              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.

            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.
            • Returns true if string matches pattern .
            • Merge two runs .
            • Normalize filename .
            • Start a process
            • Returns a relative path relative to the targetPath .
            • Adds a polygon to this polygon .
            • Emits JNI setup code .
            • Creates a new default target .
            • Generate build target template .
            • Triangulates a polygon .
            Get all kandi verified functions for this library.

            libgdx Key Features

            No Key Features are available at this moment for libgdx.

            libgdx Examples and Code Snippets

            No Code Snippets are available at this moment for libgdx.

            Community Discussions


            Rendering to next Screen failed in LibGDX
            Asked 2021-Jun-14 at 05:51

            I have a college project to make game about smasher game with LibGDX, and i made it so that when the player life is 0, it switch to EndGameScreen class from the GameScreen class, but this happens failed render, I'm actually not sure if it's because of the setScreen method or my EndGameScreen class is not right

            GameScreen Class



            Answered 2021-Jun-14 at 05:51

            Are you calling dispose() in the render method of GameScreen? Instead call when the screen is hidden.



            Libgdx how i create a 3D Low-Poly Terrain with chunks
            Asked 2021-Jun-10 at 20:12

            dear stackoverflow community,

            I have now idea, how i can create a Low-Poly 3d Terrain in Libgdx,

            By googling i found remains from the libgdx blog or website they can't help me, but by the research nothing what can help me.

            I create a Value Noise but it does not work and i think its not the right way to do it.

            Do you know a good tutorial or websites? ^^



            Answered 2021-Jun-10 at 20:12

            LibGDX is not and game engine so don't expect any "generateTerrain()" method. You need to implement it yourself.

            Here you can find general information about how to use libGDX for 3D.

            And here you can find actual code that creates a height map.



            LibGDX: Keep textures (in memory) when switchting between screens
            Asked 2021-Jun-03 at 13:26

            I am programming a LibGDX game where I switch between my menu screen and my game screen very often. If i didn't manually call the



            Answered 2021-Jun-03 at 13:26

            You need to use an AssetManager. By loading the atlas in the assetManager you can easily get access to textures without the need to reload them every time you instantiate the screen. See



            How can I get the traceback of a crash in Android Studio?
            Asked 2021-May-26 at 17:54

            When my game (written using LibGDX) crashes both in the phone or in a virtual device I get the error message: at

            this takes me to the 20th line of my code where the



            Answered 2021-May-26 at 17:54

            I don't know if this will work but you can try this



            LibGdx - How can I not load my textures every single frame?
            Asked 2021-May-25 at 09:32

            I am kinda new to Java and LibGdx but for my school project I need to Animate a Player-Sprite. For only one Animation per Player everything went fine with the Methode I made for this but now I also need a Walking, Idling and Fighting Animation. I managed to get the Animations to switch but the Problem is now, that only one Frame of each Animation gets Displayed. After some research I know that I need to stop updating my Textures every frame but I cant get to know how to do so. So far Ive tried a simple timer before updating but this just looks weird. Here is my Code:



            Answered 2021-May-25 at 00:26

            You need to rename first. img3 looks like it serves the purpose of being the pointer to the currentTextureSet. so when you initialise in Player() you might want to rename img3 to currentTextureSet and then, instead of the duplicate load of herochar_idle_anim_strip_4.png, set currentTextureSet = img; after (you may also want to rename img, img1, img2 to idleTextureSet, runTextureSet and swordAttackTextureSet).

            That aside, definitely get rid of Timer.schedule which you are calling from render will run in a background thread you don't want that.

            Looking at the asset pack here if this is the same one, the images should be selected left to right i.e. x should be incremented not y. However, it looks like you increment y... sprite.setRegion(regions[0][frame]); and the incorrect array access is swallowed because in a background timer task and the only textureRegion you can access is [0][0] i.e. you just see a single frame.

            So dump this



            LibGDX raycast does not collide with Box2D static object
            Asked 2021-May-22 at 20:37

            I'm trying to implement a simple AI for a 2D game in libGDX. The AI should make an enemy follow the player if the player is in range and if the enemy can see the player. To determine whether the enemy can see the player I'm using a raycast.

            Now my problem is, that the raycast does not seem to collide with a static body in the Box2D world.

            (It's just an assumption, that the static body is the problem, because it's working fine with a dynamic body)

            The Question

            Do raycasts in libGDX collide with static bodies by default? Or is there an other way to make a raycast collide with static bodies?

            I couldn't find any information on this in the libGDX wiki or in the API.

            What I've tried so far

            I've tested the raycast AI with a dynamic body in between the enemy and the player:

            Here the enemy with the raycast AI (the one in the upper left) is not moving towards the player (in the lower right) because there is a dynamic body in between them (the other enemy in the middle), which is correctly colliding with the raycast.

            But if I put a static body in between the enemy and the player the raycast won't detect the static body, but only the dynamic body (that should be found later than the static body):

            Here the static body in the middle is not detected by the raycast.

            I've also tested to use setSleepingAllowed(false) on the static body, to make sure it's not just sleeping. But that also didn't fix it.



            Answered 2021-May-22 at 20:37

            In box2d, RayCasts should collide with static bodies, so your problem is probably somewhere else.

            Keep in mind that the raycast callback is not reporting the fixtures in order of the distance to the start point. Instead the order is random and you have to handle that in you callback. If this is not the problem, you might want to add some code to the question.



            Java: How can I get a deterministic method result when it is launched from a user interface?
            Asked 2021-May-18 at 00:26

            I'm using java to process simulations, If I launch the the simulation from a static main function, everything is deterministic and I get the same simulation each time I hit Run as -> Java application, even if I close and reopen eclipse, which is enough to debug the program.

            But when I launch the simulation from a GUI (with libgdx) with the same parameters multiple times, the result does change each time.

            I Suspect that the code executed during the GUI is not exactly the same (because I am not a robot) which causes some classes such as HashSet to have non deterministic iterations.

            How can I get the same behavior as the static main method?

            Any advice would be much appreciated

            Edit: as code was asked, there is an instance of the issue:



            Answered 2021-May-18 at 00:26
            Object#hashCode may vary between runs

            Your code is calling the hashCode method on an instance of your Test class, a method inherited from Object.

            Implementations of Java commonly implement that method by hashing the equivalent of a memory address of the object, or some such value. To quote the Javadoc of Object#hashCode.

            The hashCode may or may not be implemented as some function of an object's memory address at some point in time.

            While not necessarily so, if the implementation is using a memory-address scheme, one can imagine that successive runs of a console app might end up with the same hash code value on each run. But you certainly should not expect that. To quote the Javadoc:

            Whenever it is invoked on the same object more than once during an execution of a Java application, the hashCode method must consistently return the same integer, provided no information used in equals comparisons on the object is modified. This integer need not remain consistent from one execution of an application to another execution of the same application.

            In contrast to a console app, a GUI app is much more complicated, interacting with the host OS to establish windows, menus, and such. One can imagine here that the objects established on an execution run of the GUI app might result in somewhat different objects, enough so that hash codes calculated from something related to memory layout may well vary between runs.

            You said:

            If I launch the the simulation from a static main function, everything is deterministic and I get the same simulation each time I hit Run as -> Java application

            As the last sentence of the above quoted Javadoc says: You may, or may not, get the same hash code on separate runs of your app.

            ➥ At the end of the day, none of this matters. You should not rely on the same value being returned from hashCode method between executions of your app. You can only rely on the same hash code during an execution of the app.

            So your question, “How can I get the same behavior as the static main method?”, is moot. You should not be expecting the same hash code between runs. Why not? Because the documentation says so.


            Reading between the lines, I guess you are trying to use the hash code value as a permanent unique identifier. That is not the purpose of a hash code.

            Instead, consider using a universally unique identifier (UUID). Java bundles the UUID class to represent these 128-bit values.

            If you want to specify a UUID value for your object, you can construct one using a factory method that parses the canonical textual presentation as a hex string with hyphen-delimited groupings of digits. You can manually generate a few values with a web site such as this. Or use software to manually generate UUID values.



            LibGDX GWT/HTML with Kotlin: "No source code is available for type , did you forget to inherit a required module?"
            Asked 2021-May-14 at 11:09

            I generated a simple libGDX project with no dependencies. When I tried to build it as HTML app with Gradle (./gradlew html:dist), I get the following error message:



            Answered 2021-May-14 at 11:09

            Your assumptions are correct. GWT compiler works on Java sources. The error message it gives you is correct: There are no Java source code files to be found, you say it yourself that you used Kotlin.

            If you want to use GWT, convert to correct Java source code.



            libGDX's stops being able to catch cursor after entering fullscreen
            Asked 2021-May-08 at 22:03

            I'm writing a little libGDX game. Capturing the cursor with setCursorCatched(boolean) works perfectly at first (hides the cursor symbol and won't let me escape the window) but then breaks:

            • After I enter fullscreen with F and then exit with G, the cursor can escape on all sides.
            • After I enter fullscreen with F with 2 monitors, I can also escape to my 2nd monitor.
            • Using setCursorPosition every frame does not mitigate this issue.

            Full minimal reproducible example (see also my other question):



            Answered 2021-May-08 at 22:03
            As suggested by @Tenfour04, switching from lwjgl to lwjgl3 eliminates the issue!

            In build.gradle change the first into the second block:



            Issue when rendering fonts with libGDX at small (<0.5) scales
            Asked 2021-May-06 at 19:31

            I have created a BitmapFont for my libGDX game and want to render it in front of the player (in a constant position in space, i.e. like a sign and not like a HUD). Sadly the rendering behaves weird at small scales, so much that the text becomes unreadable. What's going on and is there any way to prevent this?

            At scale 0.5F (ok):

            At scale 0.2F (???):

            At scale 0.1F (???):

            Full minimal reproducible example (minus build/project files):

            • use the mouse cursor to move around
            • press ESC to exit the app
            • the line I changed between screenshots is, 0.5F)


            Answered 2021-May-06 at 19:31

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


            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 For Gradle installation, please refer .


            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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