| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 6 months |
| seen | Apr 18 at 23:29 | |
| stats | profile views | 2 |
|
Mar 25 |
comment |
How To Correctly Extend the Sprite Class in LibGDX This is precisely my problem. I always spend hours working on "best practices" instead of just getting something to work. |
|
Mar 25 |
awarded | Commentator |
|
Mar 25 |
accepted | How To Correctly Extend the Sprite Class in LibGDX |
|
Mar 25 |
comment |
How To Correctly Extend the Sprite Class in LibGDX Upon review, however, it makes sense that I could get this same functionality if I just added a Sprite into my class.
This consideration makes my question sound silly, but hey, I learned something nonetheless! |
|
Mar 25 |
comment |
How To Correctly Extend the Sprite Class in LibGDX After reviewing my circumstances, it actually does make more sense to simply include a Sprite in the class. Extending it would not really be necessary.
The reason I chose to extend it was because I just wanted a Sprite that had maybe one more function, and didn't see the need for an entire new class. |
|
Mar 25 |
awarded | Supporter |
|
Mar 25 |
comment |
How To Correctly Extend the Sprite Class in LibGDX Hey Peter! This solution seems to take advantage of some class member texture, which I am unable to implement in my code without using a factory method. I appreciate all your efforts here, and this is a very interesting approach that I had not yet considered, however I do not think that it would resolve my issue given the description above (I can not instantiate a Texture and must simply pass it in to the constructor immediately thus "losing" the reference). |
|
Mar 25 |
comment |
How To Correctly Extend the Sprite Class in LibGDX Ahh yes, I see. Okay, this seems like it would be a solution. Yet again, however, this is quite a bit of overhead just to extend the Sprite class. The tutorial even specified, that if you only have a few Textures as I do, that using the AssetsManager was a bad idea. However, nonetheless, it solves my issue. I will leave the question unanswered for a while to hear some other potential approaches, but after a day or two you will receive your accept! (Assuming a more lightweight approach is not found) :) |
|
Mar 25 |
comment |
How To Correctly Extend the Sprite Class in LibGDX Hmm, this seems to be a package geared towards making the loading of Textures easier and more streamlined, which does not help me here as I am not running into issues loading the Texture, but rather, when and how to load it. Did I maybe miss something in the link you provided that would relate more to my post? |
|
Mar 25 |
comment |
How To Correctly Extend the Sprite Class in LibGDX Thank you for your prompt response. I will look into this immediately and get back to you! |
|
Mar 25 |
asked | How To Correctly Extend the Sprite Class in LibGDX |
|
Mar 4 |
revised |
Collision Detection Slows Screen Drawing Fix incorrect method name |
|
Mar 4 |
accepted | Collision Detection Slows Screen Drawing |
|
Mar 4 |
comment |
Collision Detection Slows Screen Drawing Whoops, forgot about this question! Thanks guys :) |
|
Mar 1 |
awarded | Self-Learner |
|
Mar 1 |
awarded | Teacher |
|
Jan 29 |
answered | Collision Detection Slows Screen Drawing |
|
Jan 29 |
revised |
Collision Detection Slows Screen Drawing Added more debugging information |
|
Jan 29 |
revised |
Collision Detection Slows Screen Drawing Added more supplementary information |
|
Jan 29 |
revised |
Collision Detection Slows Screen Drawing Spelling mistake |