java - libgdx rendering srite over another causes background sprite to disapear -


image of problem http://imgur.com/znphiiu succesfully rendered background game , tried render sprites on top of , screen gets messed big blue l.

code main

public class wizardgame extends game { public static final string title = "are bad enough wizard save princess?!", verision = "0.0.0.0.prealpha"; playtest pt = new playtest(); private fpslogger fps; public void create() {       gdx.gl20.glclearcolor(0, 0, 0, 1);     gdx.gl20.glclear(gl20.gl_color_buffer_bit);     fps = new fpslogger();     fps.log();     pt.create(); }  public void dispose() { super.dispose(); }  public void render() {           super.render();     pt.render(); }  public void resize(int width, int height) { super.resize(width, height); }  public void pause() {     super.pause(); }  public void resume() { super.resume(); } 

}

playtest code

public class playtest implements screen  {  private textureatlas atlas; private atlasregion floor; private spritebatch batch; private orthographiccamera camera; private sprite background; private bitmapfont font; private string fps; blocks block = new blocks(); public void render() {     gdx.gl20.glclearcolor(0, 0, 05, 1);     gdx.gl20.glclear(gl20.gl_color_buffer_bit);     batch.begin();     background.setbounds(0, 0, 720, 1280);     background.draw(batch);     block.renderblocks();     batch.end(); }  public void resize(int width, int height) {     // todo auto-generated method stub  }  public void show() { }  public void hide() {  }  public void pause() {  }  public void resume() {  }  public void dispose() {     atlas.dispose();     batch.dispose(); }  public void create() {     atlas = new textureatlas(gdx.files.internal("data/wizardpack.pack"));     floor = atlas.findregion("backfloor");     background = new sprite(floor);     batch = new spritebatch();     font = new bitmapfont(gdx.files.internal("data/magicdebug48.fnt"));     block.create();  }  @override public void render(float delta) {     // todo auto-generated method stub  } 

}

block code

public class blocks extends game { private textureatlas atlas; private spritebatch batch; private atlasregion sword,shield,staff,fireball,iceball; private sprite sprsword,sprshield,sprstaff,sprfireball,spriceball; @override public void create() {     atlas = new textureatlas(gdx.files.internal("data/wizardpack.pack"));     batch = new spritebatch();     sword = atlas.findregion("sword");     shield = atlas.findregion("shield");     staff = atlas.findregion("staff");     fireball = atlas.findregion("flame");     iceball = atlas.findregion("icespell");     sprsword = new sprite(sword);     sprshield = new sprite(shield);     sprstaff = new sprite(staff);     sprfireball = new sprite(fireball);     spriceball = new sprite(iceball);  }  public void renderblocks(){     gdx.gl20.glclearcolor(0, 0, 05, 1);     gdx.gl20.glclear(gl20.gl_color_buffer_bit);     batch.begin();     batch.draw(sword, 0, 0, 0, 0, 32, 32, 1, 1, 0);     //sprshield.setbounds(15, 15, 32, 32); //  sprshield.draw(batch);     batch.end(); } public void dispose(){     atlas.dispose();     batch.dispose(); } 

}

i fixed :d call renderblocks has after end of batch.


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