How To Scale Image According To Different Screen Resolutions In Libgdx
I am using 480*800 image for my libgdx game. It is running absolutely fine on my smartphone but when i try to run it on high end devices or say tab with resolution 800*1280, it jus
Solution 1:
You can use ViewPort as maintained above or use your own solution, like this:
publicstaticfloatSCALE_RATIO= YOUR_IMAGE_WIDTH / Gdx.graphics.getWidth();
publicstatic Sprite createScaledSprite(Texture texture) {
Spritesprite=newSprite(texture);
sprite.getTexture().setFilter(TextureFilter.Linear,
TextureFilter.Linear);
sprite.setSize(sprite.getWidth() / SCALE_RATIO,
sprite.getHeight() / SCALE_RATIO);
return sprite;
}
Solution 2:
You can use viewports. https://github.com/libgdx/libgdx/wiki/Viewports
This way to are programming for a fixed resolution, programming to a relative resolution can be tricky.
Solution 3:
You can always access the width and height of the camera you are using. In your screen you should have a resize method which you can use to resize the viewport of the camera or so. Then you can scale towards the camera size.
Post a Comment for "How To Scale Image According To Different Screen Resolutions In Libgdx"