i am currently going through some tutorials on android development and libgdx/scene2d atm but got stuck on the touchevents:
For starters i am implementing a board game. By now i managed to draw the board and some meeples (player tokens) as well as adjust their position to the correct coordinates. When i started using libgdx i also successfully implemented a first test to see if the touchinput is working. The test looked something like this:
if(Gdx.input.isTouched()){
touchPos.set(Gdx.input.getX(), Gdx.input.getY(), 0);
camera.unproject(touchPos);
stone.x=touchPos.x - stone.width/2;
stone.y=touchPos.y - stone.height/2;
By now i rearranged my code to use scene2d because of some very convenient features. However it seems like i can't manage to get touchevents to work with scene2d despite i followed some rather simple tutorials. Since some of them reference some recent major changes to scene2d, i wondered if those tutorials might be outdated and hope you guys can help me fix my problem :) I will try and only paste the relevant parts of my code in here to present a minimal example of my non-working code. Of course i am also glad about any hints on how to "improve" my code in general since i am still learning and probably break some conventions here ^^
Lets start with my actor-class:
//deleted: imports
public class Player extends Actor{
private int xval; //x Position of the Player on the board
private int yval; //y Position of the Player on the board
private Color color;
private TextureRegion playerTexture;
//deleted: some variables that are unimportant for touchevents
public Player(int x, int y, TextureRegion texture){
//initializing some Variables with default values
this.xval = x;
this.yval = y;
color = new Color(1,1,1,1);
playerTexture = texture;
this.setTouchable(Touchable.enabled); //this should be set by default, but i added it just to be sure.
//setBounds seems to be necessary in addition to the "touchable" flag to be able to "grab" or "touch" Actors.
//getX and getY are methods of the actor class which i do not overwrite. I use distinct getters and setters to modify the Variables xval and yval.
setBounds(getX(), getY(), playerTexture.getRegionWidth(), playerTexture.getRegionHeight());
//now i implement the InputListener. This doesnt seem to get called, since the "touch started" message doesn't appear in LogCat.
//In Theory the testevent should move the meeple one space to the right.
//To do that i call event.getTarget() which returns the actor of which the TouchDown is called. I then cast it to my Actor class (Player) and set xval to xval+1.
this.addListener(new InputListener(){
public boolean touchDown(InputEvent event, float x, float y, int pointer, int buttons){
Gdx.app.log("Example", "touch started at (" + x + ", " + y + ")");
((Player)event.getTarget()).setXf(((Player)event.getTarget()).getXf()+1);
return true;
}
});
}
//This is my draw method, which just sets the color of my meeple and then draws it to its current position.
public void draw(Batch batch, float alpha){
batch.setColor(color);
batch.draw(playerTexture, getX(), getY());
}
//deleted: several getters and setters
}
So if i got it right, the gdx inputProcessor is managing all inputs. If i set the Gdx InputProcessor to the stage which contains the actors, it will in case of an event (for example a touchDown) call the inputProcessors of all actors on the stage. Thus since i just added one to my class which includes a touchDown, this should handle the touchDown event in the case that the actor is actually touched. The hitbox to verify that is set by the statement "setBounds" in my Player class.
I implemented this in my ApplicationListener class:
//deleted: imports
public class QuoridorApplicationListener implements ApplicationListener{
Stage stage;
OrthographicCamera camera;
//deleted: several variable declarations.
//deleted: constructor - this only fills some of my variables with values depending on game settings.
@Override
public void create() {
//set stage - since "stage = new Stage(800,400,false)" doesn't seem to work anymore, i did set up a viewport manually. If you got suggestions how to this straightforward, please leave a note :)
Gdx.app.log("Tag", "game started");
camera = new OrthographicCamera();
camera.setToOrtho(false, 800, 480);
Viewport viewport = new Viewport() {};
viewport.setCamera(camera);
stage = new Stage(viewport);
Gdx.input.setInputProcessor(stage); //like i described above, this should forward incoming touchevents to the actors on the stage.
//deleted: setting textures, music, setting up the board (the boardtiles are actors which are added to the stage)
//deleted: setting TextureRegion, player colors, player positions and player attributes.
for (int i = 0; i < playercount; i++){
stage.addActor(players[i]);
}
}
//deleted: dispose(), pause(), resume(), resize() methods.
@Override
public void render() {
camera.update();
for (int i=0; i< playercount; i++){
players[i].setX(/*Formula to determine x-coordinates from Player.xval*/);
players[i].setY(/*Formula to determine x-coordinates from Player.yval*/);
}
stage.act(Gdx.graphics.getDeltaTime());
stage.draw();
}
}
I can't figure out what i am missing to get the touchevents working. So i hope you can help me :) Thanks a lot in advance!