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Jan
11
awarded  Yearling
Dec
14
awarded  Commentator
Dec
14
comment Async loading in libGDX to set the screen
As stated in the bottom of my answer, it's recommended that you do not put your load screen into a Screen class. Contain your game's content in a Screen, which is managed and rendered by your game's top level class, which is going to be either the Game class or ApplicationListener class in your project. As a load screen is nothing more than eye-candy and contains no serious logic, just render it directly within your ApplicationListener's render method.
Dec
3
answered Async loading in libGDX to set the screen
Oct
28
awarded  Editor
Oct
28
revised Java and Steam JVM deployment
fixed grammar
Oct
27
comment Getting screen coordinates of actor
Have you considered just putting an InputListener on the actor? The input listener reacts to the actor's local coordinates, so the touchDown method will not be invoked unless the cursor is within the actor's bounds.
Oct
27
answered Java and Steam JVM deployment
Oct
27
answered Rows of coins in libgdx?
Oct
27
answered Centering an animation [libGDX]
Oct
27
comment How do I check for collision between an ellipse and a rectangle?
Is there a reason why you're using 8 points instead of just the getBoundingRectangle on sprites? libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/…
Oct
4
comment How do I make a pop-up window with Scene2D?
absolute position is not so much of a problem as long as you set a static world size and use a viewport with your stage. It'll handle scaling, stretching, and other obscure properites of dealing with aspect ratios and resolutions.
Mar
10
comment libgdx - collision detection with tiled map java
I do it the same way. I design the tilemap precisely in gimp as an image, and then place the image as an image layer. Then I load in a tilemap that's got two tiles (transparent and black) and on a tile layer I mask my image by tiles. The tile's id references the tileset used. You can set the mask tile layer to be invisible when saving your tile map so if you use something like LibGDX's standard tiledmap loader it won't render your collision layer.
Mar
6
comment How can I draw a part of a texture in slick2d?
The problem is if you're just using (x, y, srcX, srcY, srcX2, srcY2) it'll use the src texture coordinates but it'll stretch it to the same size as the entire image. Slick2D works much like Java2d. If you don't want it to stretch but you want to crop then you'll want to use slick.ninjacave.com/javadoc/org/newdawn/slick/… and use it as image.draw(0, 0, 32, 16, 16, 16, 48, 32)
Mar
6
comment How can I draw a part of a texture in slick2d?
"weirdly cropped and stretched images" is a bit of a vague and unhelpful descriptor without a screenshot
Mar
6
comment How can I draw a part of a texture in slick2d?
it goes x position on screen, y position, then the texture coordinates of left, top, right, bottom slick.ninjacave.com/javadoc/org/newdawn/slick/…
Mar
6
comment LibGdx and in-game fonts - any proven methods?
You should definitely consider using screen density in your calculation as well. You can get it easily by using Gdx.graphics.getDensity()
Mar
6
answered libgdx - collision detection with tiled map java
Jun
9
awarded  Teacher
Jun
9
answered Libgdx: Am I abusing Vector2? Is there a better way to do my position updates and rendering?