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Move only camera libgdx
Move only camera libgdx





Let’s set the position to be 2.5 so it can sit just above the player’s head. Next, we’ll add a new Child Node to the Player node ( Ctrl+A) of type Camera. We’ll also set the Y translation to 1.25 so that the collider just sits above Y zero. We’ll set the rotation degrees to 90 on the X: Select the Capsule in the Inspector, and set the Radius and Height to 0.5 and 1.5, respectively. In the Inspector panel, we can set the Shape property to ‘ CapsuleCollider‘. Next, add a child node ( Ctrl+A) of type CollisionShape. We’ll rename the node to “Player” and save it as “Player.tscn”. For more information, visit the documentation:

move only camera libgdx

It also has a built-in API for moving objects. KinematicBody is a type of body that is not affected by physics, and it can only be moved by code or by an AnimationPlayer. Go to Scene > New Scene.Ĭlick on ‘ Other Node‘ and create a new Root Node of type KinematicBody. Import .viewport.In this lesson, we’re going to create our player object. Import .lwjgl3.Lwjgl3ApplicationConfiguration Here is a SSCCE (or an MCVE) based on the code in the LibGDX wiki: import In a matter of seconds it increases to something like 334756315000. As far as I know, this should lock the camera to actual screen coordinates, not fractions thereof.įor some reason, however, the y value of the new position just explodes.

move only camera libgdx move only camera libgdx

After that convert it back to world coordinates and use that as the new camera position. Now what I tried was this: Move the camera, project the current position (so it's screen coordinates) and then round or cast to int. (Is there a better term for that?) Note that this is a pixel-art game where I want to have crisp pixelated graphics.

move only camera libgdx

Basically I want to stop the camera from moving in subpixels, as I think this leads to sprites visibly changing their dimensions if just ever so slightly.







Move only camera libgdx