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LibGDX Images not loading

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Now my Image isn’t loading to the screen. I tried to be decorative with the code but since it isn’t working I made it just like the video I’m whatching.
I don’t get any exceptions, but the image doesn’t appear still.

My main desktop launcher class:

public class DesktopLauncher {
public static void main (String[] arg) {
    LwjglApplicationConfiguration config = new LwjglApplicationConfiguration();
    config.title = " Game Tests ";
    config.width = 500;
    config.height = 400;
    config.useGL30 = true;

    new LwjglApplication(new MyGdxGame(), config);
}
}  

My Game class:

public class MyGdxGame extends Game {

@SuppressWarnings("unused")
private TestScreenA GameScreen;

@Override
public void create () {
    //loads image
    AssetLoaderTest.load();
    GameScreen = new TestScreenA(this);


}

@Override
public void render () {



}
}

My Screen class:

public class TestScreenA implements Screen{

@SuppressWarnings("unused")
private MyGdxGame game;


//Camera 
private OrthographicCamera camera;

//images etc.
private SpriteBatch batch;

public TestScreenA(MyGdxGame game) {
    this.game = game;

    //Camera
    camera = new OrthographicCamera();
    camera.setToOrtho(false, 1920, 1080);

    batch = new SpriteBatch();

}


public void render(float delta) {
    //clears the screen with white
    Gdx.gl.glClearColor(1F, 1F, 1F, 1F);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    camera.update();

    //loads images scaled to camera
    batch.setProjectionMatrix(camera.combined);

    batch.begin();
        batch.draw(AssetLoaderTest.s, 0, 0);
    batch.end();

}


public void resize(int width, int height) {

}


public void show() {

}


public void hide() {

}


public void pause() {

}


public void resume() {

}


public void dispose() {

}

}

My AssetLoaderTest class:

public class AssetLoaderTest {

//Images etc.

public static Texture t;
public static Sprite s;

static void load() {

    t = new Texture(Gdx.files.internal("testImgs/badlogic.jpg"));
    //Automatically scales texture based off of window size
    t.setFilter(TextureFilter.Linear, TextureFilter.Linear);
    //a sprite is pretty much the body and the texture is the texture or image of it
    s = new Sprite(t);
    s.flip(false, true);

}

}

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