I am looking for touch detection. The code showed below is what I did to set a circle in my app. I want detect touch on this circle and not around or on the entire texture. The strange thing is that touch isn't detected, in nowhere I can detect it Circle class:
public class Circle_Obj extends Actor{
private Vector2 position;
private float radius;
private com.badlogic.gdx.math.Circle circle;
private Texture texture;
public Circle_Obj(float x, float y, float radius) {
position = new Vector2(x,y);
this.radius = radius;
circle = new com.badlogic.gdx.math.Circle(x,y,radius);
texture = new Texture(Gdx.files.internal("texture.png"));
addListener(new InputListener(){
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
Gdx.app.log("TOUCHED", " TOUCHED ");
return true;
}
});
}
@Override
public void draw(Batch batch, float parentAlpha) {
batch.draw(texture,0, 0);
}
}
Screen class :
public class GameScreen implements Screen {
private Stage stage;
private Circle_Obj circle_obj;
public GameScreen() {
circle_obj = new Circle_Obj(Static_values.Width/2, Static_values.Height/2, Static_values.Width / 100 * 10);
stage = new Stage(new FitViewport(Static_values.Width/3, Static_values.Height/3));
stage.addActor(circle_obj);
Gdx.input.setInputProcessor(stage);
}
@Override
public void render(float delta) {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.draw();
}
@Override
public void dispose() {
stage.dispose();
}
/** other methods **/
}
You can use libgdx's touch detection in a circle class.Only touched circle will affected.
public boolean is_touched() {
if (Gdx.input.justTouched()) {
float xx = Gdx.input.getX();
float yy = Gdx.input.getY();
float x = position.x;
float y = position.y;
return (xx - x) * (xx - x) + (yy - y) * (yy - y) < radius * radius;
}
}
If you are using a lot of circles so it is better for performance to take touch position as a parameter.
in the circle class
public boolean is_touched(float xx,float yy) {
float x = position.x;
float y = position.y;
return (xx - x) * (xx - x) + (yy - y) * (yy - y) < radius * radius;
}
}
and in another class
if (Gdx.input.justTouched()) {
float xx = Gdx.input.getX();
float yy = Gdx.input.getY();
if (circle0.is_touched(xx, yy)) {
// do something about circle0
}
if (circle1.is_touched(xx, yy)) {
// do something about circle1
}
if (circle2.is_touched(xx, yy)) {
// do something about circle2
}
}
You can also ignore one of the touched circles when two circles overlaps and user touchs the overlapping area.
if (Gdx.input.justTouched()) {
float xx = Gdx.input.getX();
float yy = Gdx.input.getY();
if (circle0.is_touched(xx, yy)) {
// do something about circle0
}
else if (circle1.is_touched(xx, yy)) {
// do something about circle1
}
else if (circle2.is_touched(xx, yy)) {
// do something about circle2
}
}