1 /******************************************************************************* 2 * Copyright 2011 See AUTHORS file. 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 ******************************************************************************/ 16 17 package com.badlogic.gdx.tests.examples; 18 19 import com.badlogic.gdx.Gdx; 20 import com.badlogic.gdx.graphics.GL20; 21 import com.badlogic.gdx.graphics.OrthographicCamera; 22 import com.badlogic.gdx.graphics.Texture; 23 import com.badlogic.gdx.graphics.g2d.SpriteBatch; 24 import com.badlogic.gdx.math.Vector3; 25 import com.badlogic.gdx.tests.utils.GdxTest; 26 27 /** Demonstrates how to let a sprite follow a finger touching the screen. 28 * 29 * @author mzechner */ 30 public class MoveSpriteExample extends GdxTest { 31 Texture texture; 32 SpriteBatch batch; 33 OrthographicCamera camera; 34 Vector3 spritePosition = new Vector3(); 35 create()36 public void create () { 37 // create a SpriteBatch with which to render the sprite 38 batch = new SpriteBatch(); 39 40 // load the sprite's texture. note: usually you have more than 41 // one sprite in a texture, see {@see TextureAtlas} and {@see TextureRegion}. 42 texture = new Texture(Gdx.files.internal("data/bobargb8888-32x32.png")); 43 44 // create an {@link OrthographicCamera} which is used to transform 45 // touch coordinates to world coordinates. 46 camera = new OrthographicCamera(); 47 48 // we want the camera to setup a viewport with pixels as units, with the 49 // y-axis pointing upwards. The origin will be in the lower left corner 50 // of the screen. 51 camera.setToOrtho(false); 52 } 53 render()54 public void render () { 55 // set the clear color and clear the screen. 56 Gdx.gl.glClearColor(1, 1, 1, 1); 57 Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); 58 59 // draw the sprite 60 batch.begin(); 61 batch.draw(texture, spritePosition.x, spritePosition.y); 62 batch.end(); 63 64 // if a finger is down, set the sprite's x/y coordinate. 65 if (Gdx.input.isTouched()) { 66 // the unproject method takes a Vector3 in window coordinates (origin in 67 // upper left corner, y-axis pointing down) and transforms it to world 68 // coordinates. 69 camera.unproject(spritePosition.set(Gdx.input.getX(), Gdx.input.getY(), 0)); 70 } 71 } 72 } 73