I manage to set up libgdx in intellij idea 12 using this tutorial http://code.google.com/p/libgdx/wiki/IntelliJIDEALibgdx but im not sure wthat is wrong when i run the desktop applcation it looks like this.
I was expecting for an image of libgdx would appear just like the tutorial on official libgdx website . And for the intelliJ part of tutorial i link the desktop to asset folder of android. As you can see on the image below is the asset folder of android module which contain the image of libgdx.
I follow the Alternative 2 in the tutorial .
Here is the code:
DesktopStarter class - Desktop Module:
public class DesktopStarter {
public static void main(String[] args) {
LwjglApplicationConfiguration cfg = new LwjglApplicationConfiguration();
cfg.title = "Title";
cfg.useGL20 = true;
cfg.width = 800;
cfg.height = 480;
new LwjglApplication(new MyLibgdxGame(), cfg);
}
}
MyLibgdxGameAndroidStarter class - Android Module:
public class MyLibgdxGameAndroidStarter extends AndroidApplication
{
@Override
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
AndroidApplicationConfiguration cfg = new AndroidApplicationConfiguration();
cfg.useAccelerometer = false;
cfg.useCompass = false;
cfg.useWakelock = true;
cfg.useGL20 = true;
initialize(new MyLibgdxGame(), cfg);
}
}
MyLibgdxGame class - Main Module:
public class MyLibgdxGame extends Game {
@Override
public void create() {
//To change body of implemented methods use File | Settings | File Templates.
}
}
Download the project here
Anyone knows what went wrong? Thanks
Your MyLibgdxGame
class misses the source code to display the image, it should look like this:
package com.example.mylibgdxgame;
import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
public class MyLibgdxGame extends Game {
private OrthographicCamera camera;
private SpriteBatch batch;
private Texture texture;
private Sprite sprite;
@Override
public void create() {
float w = Gdx.graphics.getWidth();
float h = Gdx.graphics.getHeight();
camera = new OrthographicCamera(1, h / w);
batch = new SpriteBatch();
texture = new Texture(Gdx.files.internal("libgdx2.png"));
texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
TextureRegion region = new TextureRegion(texture, 0, 0, 512, 275);
sprite = new Sprite(region);
sprite.setSize(0.9f, 0.9f * sprite.getHeight() / sprite.getWidth());
sprite.setOrigin(sprite.getWidth() / 2, sprite.getHeight() / 2);
sprite.setPosition(-sprite.getWidth() / 2, -sprite.getHeight() / 2);
}
@Override
public void dispose() {
batch.dispose();
texture.dispose();
}
@Override
public void render() {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined);
batch.begin();
sprite.draw(batch);
batch.end();
}
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
}
The guide suggests to use gdx-setup-ui.jar
that will generate a complete sample application with this code.
Here is the result:
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