I want to draw some path with user's touch. if users moves finger from one position to another position a path will be drawn exactly as user moved finger.
We can draw a line with by defining color but i want to draw that line with sprite(image).
What I exactly meant is I just want to use image using sprite instead of using color to draw line. is it possible with LibGDX? if yes , how can we do that? and how will I generate image to use as sprite for that?
Related
I have two textures which one is above the other. When user drags finger on the screen I get the path of the finger and I can draw any colour I want above the two textures following the finger path and drawing GL Triangles.
However, rather than drawing I want to change the alpha value of the above texture to 0 where the finger path is, so the below texture will be shown (where the finger path is). Is this possible to be done with Libgdx because I can't find how. If not, do you have any other suggestions how can this be implemented?
This is more or less how a paint eraser would work.
Thanks
I'm struggling with something I would expect to be straight forward with libgdx.
In short this is a "finger paint" app where I want to draw a path of a certain width where the user touches the screen.
I've earlier done this by using a plain Android android.view.View. I had a android.graphics.Path in which I stored the coordinates of the user's current touch. In the onDraw() method of the view I drew the path to the android.graphics.Canvas. Whenever the user released a finger I drew the path to an offline canvas/android.graphics.Bitmap which also was drawn in the onDraw() method. Plain and simple.
How can that be done using libgdx?
I have tried using a com.badlogic.gdx.graphics.Pixmap that I can draw a line to whenever the user moves a finger. This works well except the fact that I'm unable to control the witdh of the line using Gdx.gl.glLineWidth(). I know I can draw a rectangle instead of a line to set the width, but Pixmap doesn't seem to have any means of rotating, so I don't see how this can be done.
I can use a com.badlogic.gdx.graphics.glutils.ShapeRenderer for drawing lines (or rectangles) in com.badlogic.gdx.Screen.render(). As far as I can see I then need to store every single touch point of the current touch, and then draw all lines on render. Whenever the user relases a finger I guess I can store the screen as-is with something like com.badlogic.gdx.utils.ScreenUtils.getFrameBufferPixmap(). Hopefully there is a easier way to achieve what I want.
I ended up drawing circles on a pixmap where the line should be:
One circle on touchDown
Several circles from last touch point to next touch point reported to touchDragged
I'm not very happy with this solution, but it kinda works.
Maybe you can calculate line dot coordinates manually and use triangles to draw them on pixmap? Like use 2 triangles to form (rotated) box?
Fellow Programmers,
I am new to android and I am trying to draw on a image based on giving the x and y axis of the image as the input.So that he pixel value corresponding to the coordinate gets filled with a color that I mention. Say Red color for now.
User Story: Render a image through image view and on a button click I need to pass the co-ordinate value for the image that represents the pixel of the image and fill it with red color. Keep on doing it looks like drawing on the image that I render using image view.
Is this user story is possible to do in Android? If then help me on this. I referred the draw class and canvas class and not sure how to implement.
Looking forward to ur help on developing this user story on android application.
Best,
Googler
Take a blank canvas.
Draw your image on the canvas.
Draw points on the canvas by specifying x and y co-ordinates and red color in paint.
I want to make drag and drop game in android
at initial stage image is drawn on canvas and at touch event it will move from that position and put at the specific point
what i can do for this? can any one suggest me something
I'm currently trying to create a circle (via canvas drawing, opengl or drawable) and define 4-5 buttons inside of it. My first thought was to create some drawables (quarters of circles) and overlay them onto the main circle, but then I'll have the touchable zone too large - e.g. in the middle of the main circle.
Is there anyone who tried this and found a decent solution to it?
You could just override onTouch() in your custom View that draws the circle (and other button graphics), and do a bit of simple maths when you get the finger down event to determine whether the user has touched within the circle, and what particular defined zone within the circle.