I am looking to create a fog-of-war style effect around on sprite units and was told scissorstack would do the job but I can't figure out what i am doing wrong...
I have the typical libgdx set up. I have a class for every Game Character. I would like to control 'how far out' each unit sees by configuring each class. So say I want MainPlayer with fog of war 5, but a Pawn unit to have a fog of war of 1 space around the tile the unit is located in.
I have the sprite loaded, tmx map and collision detection working fine. Now I just can't figure out where I should put the scissorstack code in the Player class / how to get it working. I'd also like to know the coordinates of the visible tiles around the fog...
public class Player extends Sprite implements InputProcessor{
private Vector2 velocity = new Vector2();
public Player(Sprite sprite, TiledMapTileLayer collision layer){
super(sprite);
this.collisionLayer=collisionLayer;
}
public void draw(SpriteBatch spriteBatch){
update(Gdx.graphics.getDeltaTime());
super.draw(spriteBatch);
}
public Vector2 getVelocity() {
return velocity;
}
public void setVelocity(Vector2 velocity) {
this.velocity = velocity;
}
public float getSpeed() {
return speed;
}
public void setSpeed(float speed) {
this.speed = speed;
}
public float getGravity() {
return gravity;
}
public void setGravity(float gravity) {
this.gravity = gravity;
}
public TiledMapTileLayer getCollisionLayer() {
return collisionLayer;
}
public void setCollisionLayer(TiledMapTileLayer collisionLayer) {
this.collisionLayer = collisionLayer;
}
public boolean keyDown(int keycode){
switch(keycode){
case Keys.W:
setY(getY()+1*50);//velocity.x=speed;
break;
case Keys.A:
setX(getX()-1*50);//velocity.x=-speed;
break;
case Keys.D:
setX(getX()+1*50);//velocity.x=speed;
break;
case Keys.S:
setY(getY()-1*50);//velocity.y=-speed;
break;
}
System.out.println(getX()/50+", "+getY()/50);
return true;
}
public boolean keyUp(int keycode){
switch(keycode){
case Keys.W:
velocity.y=0;
break;
case Keys.A:
velocity.x=0;
break;
case Keys.D:
velocity.x=0;
break;
case Keys.S:
velocity.y=0;
break;
}return true;
}
@Override
public boolean keyTyped(char character) {
// TODO Auto-generated method stub
return false;
}
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
// TODO Auto-generated method stub
return false;
}
@Override
public boolean touchUp(int screenX, int screenY, int pointer, int button) {
// TODO Auto-generated method stub
return false;
}
@Override
public boolean touchDragged(int screenX, int screenY, int pointer) {
// TODO Auto-generated method stub
return false;
}
@Override
public boolean mouseMoved(int screenX, int screenY) {
// TODO Auto-generated method stub
return false;
}
@Override
public boolean scrolled(int amount) {
// TODO Auto-generated method stub
return false;
}
}
}
I tried following: Making a Group hide Actors outside of its bounds
This is what i tried in the Player class' draw method:
public void draw(SpriteBatch spriteBatch){
update(Gdx.graphics.getDeltaTime());
Rectangle scissors = new Rectangle();
Rectangle clipBounds = new Rectangle(getX(),getY(),4*width,4*height);
ScissorStack.calculateScissors(camera, spriteBatch.getTransformMatrix(), clipBounds, scissors);
ScissorStack.pushScissors(scissors);
spriteBatch.draw(...);
spriteBatch.flush();
ScissorStack.popScissors();
super.draw(spriteBatch);
}
I am beyond confused. An example of usin scissorstack within the player entity class would be helpful. thanks