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java – Moving sprite using the accelerometer in LibGDX?

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java – Moving sprite using the accelerometer in LibGDX?

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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();
}
}

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