My requirements:
- Background filling entire physical screen (stretching if required)
- Preserve aspect ratio of foreground assets (Work with virtual width and height)
For this, I use two Stages in my Screen as shown in the code below.
public void render(float delta) {
backgroundStage.act(delta);
backgroundStage.draw();
foregroundStage.act(delta);
foregroundStage.draw();
}
public void resize(int width, int height) {
background.setWidth(width);
background.setHeight(height);
backgroundStage.setViewport(width, height, true);
foregroundStage.setViewport(MainGame.WIDTH, MainGame.HEIGHT, true);
foregroundStage.getCamera().position.set(-foregroundStage.getGutterWidth(),-foregroundStage.getGutterHeight(),0);
}
In all the tutorials I have read, I have only seen one stage being used for each screen. So, how do I fulfill both the requirements in single stage? Is it too expensive to have separate stages? (I have read that SpriteBatch objects are heavy!)
This is how I solved the problem:
To get rid of background stage, I updated my render and resize functions as follows. Basically, I shifted the bottom right corner of background to (-gutterWidth,-gutterHeight) and added twice the values of gutter width and height to region width and height of the texture region. The stage is gone now :-)
public void render(float delta) {
Gdx.gl.glClearColor(0, 1, 0, 0.5f);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
foregroundStage.getSpriteBatch().begin();
foregroundStage.getSpriteBatch().draw(backgroundImage,-gw,-gh,backgroundImage.getRegionWidth()+2*gw,backgroundImage.getRegionHeight()+2*gh);
foregroundStage.getSpriteBatch().end();
foregroundStage.act(delta);
foregroundStage.draw();
public void resize(int width, int height) {
screenW = width;
screenH = height;
foregroundStage.setViewport(MainGame.WIDTH, MainGame.HEIGHT, true);
gw = foregroundStage.getGutterWidth();
gh = foregroundStage.getGutterHeight();
foregroundStage.getCamera().translate(-gw,-gh,0);
}
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