I don't know how to use accelerometer in LibGDX; how could I use the the motion sensor? I'm working for a top down game with the motion sensor. I'm new to this framework. My sprite image is already working and I want to control it using the accelerometer.
All comments are much appreciated, thanks in advance :)
Here is my code:
public class IngameDayOne extends ApplicationAdapter implements Screen {
// Constant rows and columns of the sprite sheet
private static final int FRAME_COLS = 5, FRAME_ROWS = 1;
// Objects used
Animation<TextureRegion> walkAnimation; // Must declare frame type (TextureRegion)
private Texture cat ;
SpriteBatch spriteBatch;
Texture Background;
// A variable for tracking elapsed time for the animation
float stateTime;
@Override
public void create() {
// Load the sprite sheet as a texture
cat = new Texture(Gdx.files.internal("cat2.png"));
//Accelerometer
float accelX = Gdx.input.getAccelerometerX();
float accelY = Gdx.input.getAccelerometerY();
if (accelX < -1){
//go up
}
if (accelY < -1 ){
//go left
}
if (accelY > +1){
//go right
}
// Use the split utility method to create a 2D array of TextureRegions. This is
// possible because this sprite sheet contains frames of equal size and they are
// all aligned.
TextureRegion[][] tmp = TextureRegion.split(cat, cat.getWidth() / FRAME_COLS, cat.getHeight()/ FRAME_ROWS);
// Place the regions into a 1D array in the correct order, starting from the top
// left, going across first. The Animation constructor requires a 1D array.
TextureRegion[] walkFrames = new TextureRegion[FRAME_COLS * FRAME_ROWS];
int index = 0;
for (int i = 0; i < FRAME_ROWS; i++) {
for (int j = 0; j < FRAME_COLS; j++) {
walkFrames[index++] = tmp[i][j];
}
}
// Initialize the Animation with the frame interval and array of frames
walkAnimation = new Animation<TextureRegion>(0.090f, walkFrames);
// Instantiate a SpriteBatch for drawing and reset the elapsed animation
// time to 0
spriteBatch = new SpriteBatch();
stateTime = 0f;
Background = new Texture(Gdx.files.internal("floor.png")); //File from assets folder
}
@Override
public void show() {
}
@Override
public void render(float delta) {
}
@Override
public void resize(int width, int height) {
}
@Override
public void render() {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // Clear screen
stateTime += Gdx.graphics.getDeltaTime(); // Accumulate elapsed animation time
// Get current frame of animation for the current stateTime
TextureRegion currentFrame = walkAnimation.getKeyFrame(stateTime, true);
spriteBatch.begin();
spriteBatch.draw(Background,0,0);
spriteBatch.draw(currentFrame, 50, 50); // Draw current frame at (50, 50)
spriteBatch.end();
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void hide() {
}
@Override
public void dispose() { // SpriteBatches and Textures must always be disposed
spriteBatch.dispose();
cat.dispose();
Background.dispose();
}
}