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El error parece que tiene que ver con la creación del stage. PPM); gamecam.position.set(game World Width()/2, game World Height()/2, 0); world = new World(new Vector2(0,-10), true); b2dr = new Box2DDebug Renderer(); player = new Mario(world, this); new B2World Creator(world, map); Contact Listener(new World Contact Listener()); musica = Mario Bros.manager.get("Audio/Música/Super Mario World - Overworld Theme Music (FULL VERSION).mp3", Music.class); Looping(true); musica.play(); } public Texture Atlas get Atlas() { return atlas; } @Override public void show() { } public void handle Input(float dt) { if(Derecha()) player.b2body.apply Linear Impulse(new Vector2(0.1f, 0), player.b2World Center(), true); if(Salto()) Mario Bros.manager.get("Audio/Sonidos/Super Mario Bros- Mario Jump Sound Effect.mp3", Sound.class).play(); player.b2body.apply Linear Impulse(new Vector2(0, 4f), player.b2World Center(), true); if(Izquierda()) player.b2body.apply Linear Impulse(new Vector2(-0.1f, 0), player.b2World Center(), true); } public void update(float dt) { handle Input(dt); world.step(1 / 60f, 6, 2); gamecam.position.x = player.b2Position().x; cam.position.set(World Width() / 2, World Height() / 2, 0); player.update(dt); hud.update(dt); if(get Type() == Application. Android) controles.draw(); gamecam.update(); cam.update(); View(gamecam); } @Override public void render(float delta) { update(delta); gl Clear Color(0, 0, 0, 1); gl Clear(GL20. Pantalla Juego.render(Pan‌​talla Juego.java:136) at com. Game.render(Game.java:46) at com.globapps.supermarioclon. Mario Bros.render(Mario Bros.java:‌​41) at com.backends.lwjgl. Lwjgl Loop(Lw‌​jgl Application.java:‌​‌​223) at com.backends.lwjgl. Lwjgl Application.run(Lwjgl‌​Application.java:124‌​‌​) Qué puede ser?

Este es el código de la clase de los controles: public class Controles { Viewport viewport; Stage stage; boolean salto, izquierda, derecha; Orthographic Camera cam; public Controles() { cam = new Orthographic Camera(); viewport = new Fit Viewport(800, 480, cam); stage = new Stage(viewport, Pantalla Juego.batch); Gdx.Input Processor(stage); Table table1 = new Table(); Table table2 = new Table(); table1.left().bottom(); table2.right().bottom(); Image flechaizquierda = new Image(new Texture("flecha Izquierda.png")); Size(50, 50); Listener(new Input Listener() { @Override public boolean touch Down(Input Event event, float x, float y, int pointer, int button) { izquierda = true; return true; } @Override public void touch Up(Input Event event, float x, float y, int pointer, int button) { izquierda = false; } }); final Image flechaderecha = new Image(new Texture("flecha Derecha.png")); Size(50, 50); Listener(new Input Listener() { @Override public boolean touch Down(Input Event event, float x, float y, int pointer, int button) { derecha = true; return true; } @Override public void touch Up(Input Event event, float x, float y, int pointer, int button) { derecha = false; } }); Image flechasalto = new Image(new Texture("flecha Izquierda.png")); Size(50, 50); Listener(new Input Listener() { @Override public boolean touch Down(Input Event event, float x, float y, int pointer, int button) { salto = true; return true; } @Override public void touch Up(Input Event event, float x, float y, int pointer, int button) { } }); table1.add(); table1.add(flechaizquierda).size(Width(), Height()); table1.add(); table1.row().pad(0, 5, 0, 5); table1.add(); table1.add(flechaderecha).size(Width(), Height()); table2.add(); table2.add(flechasalto).size(Width(), Height()); table2.row()Right(5); table2.add(); Actor(table1); Actor(table2); } public void draw() { stage.draw(); } public boolean is Derecha() { return derecha; } public boolean is Izquierda() { return izquierda; } public boolean is Salto() { return salto; } public void resize(int ancho, int alto) { viewport.update(ancho, alto); } } public class Pantalla Juego extends Application Adapter implements Screen { private Mario Bros game; public static Sprite Batch batch; private Texture Atlas atlas; private Orthographic Camera gamecam, cam; private Viewport game Port, viewport; private HUD hud; private Tmx Map Loader maploader; private Tiled Map map; private Orthogonal Tiled Map Renderer renderer; private World world; private Box2DDebug Renderer b2dr; Controles controles; private Mario player; private Music musica; public Pantalla Juego(Mario Bros game) { atlas = new Texture Atlas("Marioy Enemigos.pack"); = game; gamecam = new Orthographic Camera(); game Port = new Fit Viewport(Mario Bros. GL_COLOR_BUFFER_BIT); renderer.render(); b2dr.render(world, cam.combined); b2dr.render(world, gamecam.combined); game.Projection Matrix(gamecam.combined); game.batch.begin(); player.draw(game.batch); game.batch.end(); game.Projection Matrix(hud.Camera().combined); hud.stage.draw(); } @Override public void resize(int width, int height) { game Port.update(width, height); controles.resize(width, height); } @Override public void pause() { } @Override public void resume() { } @Override public void hide() { } @Override public void dispose() { map.dispose(); renderer.dispose(); world.dispose(); b2dr.dispose(); hud.dispose(); } } Ya lo he arreglado, pero ahora me salta este error: Exception in thread "LWJGL Application" Pantalla Juego.update(Pan‌​talla Juego.java:117) at com.globapps.supermarioclon.

When i launch my project i only see a white Screen :( Here u can see a big part of my code to understand what iam trying to do. = null){ Screen Current Screen().dispose(); } } @Override public void render() { gl Clear Color(1, 1, 1, 1); gl Clear(GL20. = null){ Screen Current Screen().update(); } if(Screen Current Screen() !

= null){ current Screen.dispose(); current Screen = screen; current Screen.create(); } } public static Screen get Current Screen() { return current Screen; } } public class Menu Screen extends Screen { private Ortho Camera cam; private Spaceship spaceship; @Override public void create() { // TODO Auto-generated method stub cam = new Ortho Camera(); spaceship = new Spaceship(); } @Override public void render(Sprite Batch batch) { // TODO Auto-generated method stub Projection Matrix(cam.combined); batch.begin(); spaceship.render(batch); batch.end(); } @Override public void update() { // TODO Auto-generated method stub cam.update(); spaceship.update(); } public class Spaceship extends Entity { Texture texture; Sprite sprite; public Spaceship() { texture = new Texture("spritesheet.png"); Filter(Texture Filter. Linear ); Texture Region region = new Texture Region(texture, 0, 312, 258, 144); sprite = new Sprite(region); Size(Width(), Height()); Origin(Width() / 2, Height() / 2); Position(Width() / 2, Height() / 2); } public void update() { if (Gdx.Touched()) { pos.x = Gdx.X() - My Gdx Game.

This page presents the Orthographic Camera class and usage.

Estoy creando un pequeño juego en Android de tipo plataformas en 2D.

En este momento estoy implementando los botones en pantalla para mover al personaje, pero cuando inicio la aplicación, se cierra automáticamente. PPM, gamecam); hud = new HUD(game.batch); controles = new Controles(); maploader = new Tmx Map Loader(); map = maploader.load("nivel1mario.tmx"); renderer = new Orthogonal Tiled Map Renderer(map, 1/Mario Bros.

It is possible to Using the camera is the easy way to move around a game world without having to manually operate on the matrices. Imagine if we ignored the aspect ratio, and just went with viewport width and height of 30, unless we have a square display, which we most likely don't, when we render an object that has dimensions of 30x30 for example, it would show as a squished rectangle with the same shape as our display. This is because we assumed 30 viewport width and 30 viewport height, which doesn't match the aspect ratio of our device.

Last modified 12-Apr-2015 20:02