kandi background
Explore Kits

libgdx | Desktop/Android/HTML5/iOS Java game development framework | Game Engine library

 by   libgdx Java Version: gdx-parent-1.10.0 License: Non-SPDX

 by   libgdx Java Version: gdx-parent-1.10.0 License: Non-SPDX

Download this library from

kandi X-RAY | libgdx Summary

libgdx is a Java library typically used in Telecommunications, Media, Media, Entertainment, Gaming, Game Engine applications. libgdx has no bugs, it has no vulnerabilities, it has build file available and it has high support. However libgdx has a Non-SPDX License. You can download it from GitHub, Maven.
As we use Gradle, there's no need to download libGDX itself – this can all be done by your favorite build tool. We also offer a setup tool, which automatically creates a project for you and downloads everything necessary. See our website for instructions on how to get started with this or read our wiki. We also provide javadocs online. The javadocs are bundled with every libGDX distribution for consumption in your favorite IDE.
Support
Support
Quality
Quality
Security
Security
License
License
Reuse
Reuse

kandi-support Support

  • libgdx has a highly active ecosystem.
  • It has 19612 star(s) with 6271 fork(s). There are 1222 watchers for this library.
  • It had no major release in the last 12 months.
  • There are 162 open issues and 3281 have been closed. On average issues are closed in 110 days. There are 60 open pull requests and 0 closed requests.
  • It has a positive sentiment in the developer community.
  • The latest version of libgdx is gdx-parent-1.10.0
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 0 bugs and 0 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 0 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 has a Non-SPDX License.
  • Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.
libgdx License
Best in #Game Engine
Average in #Game Engine
libgdx License
Best in #Game Engine
Average in #Game Engine

buildReuse

  • libgdx releases are available to install and integrate.
  • Deployable package is available in Maven.
  • Build file is available. You can build the component from source.
  • libgdx saves you 643162 person hours of effort in developing the same functionality from scratch.
  • It has 307119 lines of code, 45294 functions and 2465 files.
  • It has high 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.

  • Merge two runs of runs .
    • This method is used to set the visibility of the UI view .
      • Initializes the FreeType library .
        • Formats a message with given pattern and arguments .
          • Get the local axis A .
            • called by uiceleration .
              • Called when a playback player has finished .
                • Returns true if the loop is looped .
                  • Is the collision connected?
                    • Sets the linear offset .

                      Get all kandi verified functions for this library.

                      Get all kandi verified functions for this library.

                      libgdx Key Features

                      libGDX is licensed under Apache 2.0 meaning you can use it free of charge, without strings attached in commercial and non-commercial projects. We, however, love to get (non-mandatory) credit in case you release a game or app using libGDX! See our showcase for a selection of some popular libGDX games. libGDX comes with batteries included and provides everything required to develop multi-platform 2D and 3D games with Java. libGDX also offers a very extensive third-party ecosystem. There are numerous tools and libraries that take a lot of work off the hands of developers. Take a look at awesome-libgdx for a curated list of libGDX-centered libraries and a good starting point for anyone new in the libGDX world.

                      How to separate ads View from Game View?

                      copy iconCopydownload iconDownload
                      //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

                      copy iconCopydownload iconDownload
                          ## 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

                      copy iconCopydownload iconDownload
                      // 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

                      copy iconCopydownload iconDownload
                      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

                      copy iconCopydownload iconDownload
                      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

                      copy iconCopydownload iconDownload
                      textureObject.setFilter(TextureFilter.Nearest, TextureFilter.Nearest);
                      

                      using serial monitor as a button input for LibGDX game

                      copy iconCopydownload iconDownload
                          // 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

                      copy iconCopydownload iconDownload
                      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()
                          }
                      

                      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, Maven.
                      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

                      As we use Gradle, there's no need to download libGDX itself – this can all be done by your favorite build tool. We also offer a setup tool, which automatically creates a project for you and downloads everything necessary. See our website for instructions on how to get started with this or read our wiki. We also provide javadocs online. The javadocs are bundled with every libGDX distribution for consumption in your favorite IDE.

                      DOWNLOAD this Library from

                      Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from
                      over 430 million Knowledge Items
                      Find more libraries
                      Reuse Solution Kits and Libraries Curated by Popular Use Cases
                      Explore Kits

                      Save this library and start creating your kit

                      Share this Page

                      share link
                      Reuse Pre-built Kits with libgdx
                      Consider Popular Game Engine Libraries
                      Try Top Libraries by libgdx
                      Compare Game Engine Libraries with Highest Support
                      Compare Game Engine Libraries with Highest Quality
                      Compare Game Engine Libraries with Highest Security
                      Compare Game Engine Libraries with Permissive License
                      Compare Game Engine Libraries with Highest Reuse
                      Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from
                      over 430 million Knowledge Items
                      Find more libraries
                      Reuse Solution Kits and Libraries Curated by Popular Use Cases
                      Explore Kits

                      Save this library and start creating your kit

                      • © 2022 Open Weaver Inc.