Libgdx with scene2d and actor does not display sprite

I am testing Libgdx and Scene2d. I was expecting this little program to display the logo, but it only draws a black screen. Any idea what I'm missing?

public class MyGame implements ApplicationListener {
    private Stage stage;

    @Override
    public void create() {
        stage = new Stage(800, 800, false);
        Gdx.input.setInputProcessor(stage);
        MyActor actor = new MyActor();
        stage.addActor(actor);
    }

    @Override
    public void render() {
        Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
        stage.act(Gdx.graphics.getDeltaTime());
        stage.draw();
    }

    @Override
    public void dispose() {
        stage.dispose();
    }

    @Override
    public void resize(int width, int height) {
            stage.setViewport(800, 800, false);
    }
}


public class MyActor extends Actor {
    Sprite sprite;

    public MyActor() {
        sprite = new Sprite();
        sprite.setTexture(new Texture("data/libgdx.png"));

        setWidth(sprite.getWidth());
        setHeight(sprite.getHeight());
        setBounds(0, 0, getWidth(), getHeight());
        setTouchable(Touchable.enabled);
        setX(0);
        setY(0);
    }

    @Override
    public void draw(SpriteBatch batch, float parentAlpha) {
        Color color = getColor();
        batch.setColor(color.r, color.g, color.b, color.a * parentAlpha);
        batch.draw(sprite, getX(), getY());
    }
}

      

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3 answers


Create a sprite with texture and use Gdx.file.internal:

sprite = new Sprite(new Texture(Gdx.files.internal("data/libgdx.png")));

      



Anyway, if you just want to display and act on images, you might prefer to use the Image class:

    private Stage stage;
    private Texture texture;

    @Override
    public void create() {
        stage = new Stage();
        Gdx.input.setInputProcessor(stage);

        texture = new Texture(Gdx.files.internal("data/libgdx.png"));
        TextureRegion region = new TextureRegion(texture, 0, 0, 512, 275);          

        com.badlogic.gdx.scenes.scene2d.ui.Image actor = new com.badlogic.gdx.scenes.scene2d.ui.Image(region);
        stage.addActor(actor);
    }

    @Override
    public void render() {
        Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
        stage.act(Gdx.graphics.getDeltaTime());
        stage.draw();
    }

      

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I was getting a black screen until I explicitly set the Actor

height ( setHeight(height)

) and width ( setWidth(width)

) to values Sprite

.



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tex = new Texture(Gdx.files.internal("happy.png"));
Image happy = new Image(tex);    
/* happy.setBounds(happy.getX(), happy.getY(), happy.getWidth(), happy.getHeight());  not needed if using full image               */    
stage.addActor(happy);

      

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