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QUESTION
Just installed libGDX & android studio yesterday. My boss wants to use libGDX & javaFX (for UI) together in a project.
My assumptions: It sounds like I can do that by using a canvas. LWJGL3 does not support a canvas backend. So i need to use the legacy LWJGL2
My question: How in an existing project do I add legacy support and the libraries?
My current compile is failing with: error: package com.badlogic.gdx.backends.lwjgl does not exist import com.badlogic.gdx.backends.lwjgl.LwjglAWTCanvas
...ANSWER
Answered 2022-Mar-23 at 00:25There are instructions here for migrating from lwjgl2 to lwjgl3, so you can follow them in reverse.
Basically, change your module's dependency from com.badlogicgames.gdx:gdx-backend-lwjgl3
to com.badlogicgames.gdx:gdx-backend-lwjgl
and change your launcher class to use LwjglApplication instead of Lwjgl3Application. The associated application configuration class works a bit differently, too. It uses public fields instead of setter methods.
QUESTION
Whenever I try to launch a LibGDX project, the problem shown below keeps appearing:
...ANSWER
Answered 2022-Jan-24 at 04:48This is an issue with LWJGL not LibGDX for *nix. Follow the instructions here
QUESTION
How can I find out the screen size and place my game item according to screen resolution? I want to run my game on the web client.
I want to resize my red game component so fit in the screen and position in center.
LibGdx has some good java class for this concept: Link
ANSWER
Answered 2022-Feb-28 at 13:46You can use the FixedResolutionViewport
and set it to the smallest edge if you always want it as a square:
QUESTION
Currently I have a game in libgdx that show ads on top of the game layout. However, as you can notice, it hides part of the top of the screen, where the score is shown.
Question: How can I make the ads show ABOVE the game view/screen, so it doesnt overlap/hides anything from the game? I want the screens to be as shown in the next picture.
Current code:
...ANSWER
Answered 2022-Jan-24 at 13:01To avoid this overlapping effect using a RelativeLayout
you can create an Ad Container
(eg: a RelativeLayout Container) to be on the top of the screen by using the RelativeLayout.ALIGN_PARENT_TOP
rule and add the GameView
below of the Ad Container using the RelativeLayout.BELOW
rule. Finally add your AdView
as a child of the above Ad Container
.
Below is an example of how you can do the above structure:
QUESTION
I've been learning about libgdx recently. In the process of following the instructions on their libgdx wiki I ran into some problems.
Specifically in the GameScreen class at the 99th line I changed the code inside so that it goes back to the previous screen (MainMenuScreen class) and yes you see when the mouse is pressed it worked (I mean go back to the screen before ) but a very very short time after, the screen AUTOMATICALLY switches to the GameScreen class (like I click the mouse once but it makes me 1 more redundant task). I guess when I click on the GameScreen screen it did the code in the if statement on line 99 to go to MainMenuScreen screen. In that screen at line 32 I guess it was true after I got to this screen because when I change the key is listened then it works fine (only converts once). I was intending to try implementing InputProcessor on each screen class but now I'm avoiding it for some reason. Can someone give me some advice recommend.Thank you
Here is the source code for the MainMenuScreen class.
...ANSWER
Answered 2022-Jan-11 at 06:29Your analysis of the problem seems correct to me. The method Gdx.input.isTouched()
will immediately return true, if the screen is still being touched after you changed to the main menu.
Also you the solution that you already tried seems correct:
I was intending to try implementing InputProcessor on each screen class
When using an InputProcessor
you will get one event (the method call to touchDown
or touchUp
) when the screen is touched, and don't need to pull the touch event using the isTouched
method.
A problem when implementing InputProcessor
with both classes probably is, that you can only set one to be the input processor of the game using the method Gdx.input.setInputProcessor
. (When setting the second input processor, the first one is removed).
A solution to this problem is the InputMultiplexer. You can add this multiplexer as the input processor of the game (using Gdx.input.setInputProcessor(multiplexer)
) and then add your input processors (the main menu and game objects) to this multiplexer: multiplexer.addProcessor(mainMenu)
or ((InputMultiplexer) Gdx.input.getInputProcessor()).addProcessor(game)
.
This way you can handle touch events instead of pulling the touched state in both of your classes.
QUESTION
Is there a way to create and save text files outside of the Android/data folder in external storage? I am creating a music app and I added a preset manager so users can save, load, and edit preset files (which worked great before Android 11), I don’t want these files to be automatically removed if the app is uninstalled. That would be like if Photoshop deleted all of your Photoshop documents when Photoshop is uninstalled, that’s terrible! These are files that the user saves and they can be deleted separately if the user wants to.
There has to be a way around this but I haven’t been able to find anything that works. ACTION_OPEN_DOCUMENT_TREE
looked very promising, until I saw that Android has removed this option too.
https://developer.android.com/about/versions/11/privacy/storage
You can no longer use the ACTION_OPEN_DOCUMENT_TREE intent action to request access to the following directories:
- The root directory of the internal storage volume.
- The root directory of each SD card volume that the device manufacturer considers to be reliable, regardless of whether the card is emulated or removable. A reliable volume is one that an app can successfully access most of the time.
- The Download directory.
I’ve read Google Play only allows MANAGE_EXTERNAL_STORAGE
in apps that need it (like file browsers, or anti-virus, etc) which likely will not work in my case. I don’t want to rely on only targeting older API’s so requestLegacyExternalStorage
won’t work either.
Everything I’ve looked into appears to be a dead end. Is there anything else I can do?
Here is a short test program (I’m using LibGDX), which at the moment can only save to the root location:
...ANSWER
Answered 2022-Jan-02 at 06:58A lott of fuss.
You can in the classic way save your files to the public Documents directory.
Or use SAF with ACTION_OPEN_DOCUMENT_TREE for that directory.
Both dont need 'all files access'.
QUESTION
I'm following the Default Mod Base tutorial and I stumbled on a problem. The game crashed when I try to start a new run as the Default:
...ANSWER
Answered 2022-Jan-01 at 15:31Thanks to the people over at the official Slay the Spire Discord for the help.
For others who are experiencing the same issue, go to line 439 in DefaultMod.java
QUESTION
I’m trying to test Appodeal’s demo banner ads inside of LibGDX and I get this banner that displays a “You provided a wrong package name” error.
I’ve googled that error message but cannot find anything. I have downloaded the Appodeal test app and their test ads display correctly. I am using the same test ID’s for Appodeal and Admob that their test app uses. I have gone through their setup tutorial and looked at the code for their test app, but I cannot figure out what I’m doing wrong. Any help figuring this out will be greatly appreciated!
I created a small test app, here is my code.
AndroidLauncher.java
...ANSWER
Answered 2021-Dec-24 at 06:57I think you have created a test demo project for test Ad. but you should keep same package name of project to show ad, because they will check package name getting from context.
QUESTION
Consider:
...ANSWER
Answered 2021-Oct-12 at 19:31This is the best I can do from your explanation. I think you're over-complicating how to define the regions. This matches your description. No reason to treat the last row differently than the rest.
You also should make SheetAssets
a val
instead of lateinit var
that you're redefining every time this function is called. That is leaking all your old textures and making them inaccessible.
And I used an if-statement with early return to reduce nested code. And I used getOrPut
and ?:
to eliminate some of your redundant null-assertions.
QUESTION
I am starting programming with Scala and I decided to make a really simple game using libgdx. I have created this class:
...ANSWER
Answered 2021-Nov-28 at 15:39Yes, Scala compiler is quite confused here, because the constructor want a gdx array, not a Java array (look at the documentation). A possible workaround could be in using var arg syntax:
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