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  Problems when trying to render a Sprite when rendering stage :(  (Read 318 times)
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Offline Delta517
« Posted 2013-06-09 21:25:57 »

So I'm currently making the MainMenu screen for my game, but I when I try to render both the stage and the logo, it just shows the logo as a big white box on the screen Sad Im a newbie with libGdx so this is probably simple for you experts Tongue

Here's the code:

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package com.mayogames.zombiecubes;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
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.BitmapFont;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton.TextButtonStyle;

public class MainMenu implements Screen {
   
   ZombieCubes zombieCubes;
   Stage stage;
   BitmapFont black;
   BitmapFont white;
   TextureAtlas atlas;
   Skin skin;
   SpriteBatch batch;
   TextButton playButton;
   OrthographicCamera camera;
   Texture logoTexture;
   Sprite logoSprite;
   
   public MainMenu(ZombieCubes zombieCubes){
      this.zombieCubes = zombieCubes;
   }

   @Override
   public void render(float delta) {
      Gdx.gl.glClearColor(0, 0, 0, 1);
      Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
     
      stage.act(delta);
     
      batch.begin();
      batch.draw(logoSprite, 0, 0);
      stage.draw();
      batch.end();
   }

   @Override
   public void resize(int width, int height) {
      if(stage == null) stage = new Stage(width, height, true);{
      stage.clear();
     
      Gdx.input.setInputProcessor(stage);
     
      logoTexture = new Texture(Gdx.files.internal("data/ZombieCubesLogo.png"));
      logoTexture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
      logoSprite = new Sprite(logoTexture);
      logoSprite.setX(100);
      logoSprite.setY(50);
     
      TextButtonStyle style = new TextButtonStyle();
      style.up = skin.getDrawable("button");
      style.down = skin.getDrawable("buttonpressed");
      style.font = white;
     
      playButton = new TextButton("Play!", style);
      playButton.setWidth(600);
      playButton.setHeight(50);
      playButton.setX(Gdx.graphics.getWidth() / 2 - (playButton.getWidth() / 2));
      playButton.setY(Gdx.graphics.getHeight() / 2 - (playButton.getHeight() / 2));
     
      stage.addActor(playButton);
      }
   }

   @Override
   public void show() {
      batch = new SpriteBatch();
      atlas = new TextureAtlas("data/button.atlas");
      skin = new Skin();
      skin.addRegions(atlas);
      black = new BitmapFont(Gdx.files.internal("data/black.fnt"), false);
      white = new BitmapFont(Gdx.files.internal("data/white.fnt"), false);
     
   }

   @Override
   public void hide() {
      dispose();
   }

   @Override
   public void pause() {
     
     
   }

   @Override
   public void resume() {
     
     
   }

   @Override
   public void dispose() {
      batch.dispose();
      skin.dispose();
      atlas.dispose();
      black.dispose();
      white.dispose();
      stage.dispose();
     
   }

}


And yes the image size is PoT Tongue
Offline Jimmt
« League of Dukes »

JGO Kernel


Medals: 136
Projects: 4
Exp: 3 years



« Reply #1 - Posted 2013-06-09 22:38:10 »

If you're using a Stage/scene2d, you should be using Actors not Sprites...just use the Image class.
Offline Delta517
« Reply #2 - Posted 2013-06-09 22:46:35 »

Thanks! Cheesy It works now Cheesy
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