i don't know what im doing wrong...i think im having brain freeze. I am really struggling with converting my spine objects pixel coordinates to world coordinates. I have recently converted all my code to work with Ashley ecs and i cant seem to get my spine object to display in the correct position. i have a system which handles the rendering and positioning of my spine object but i cant seem to get it displaying in the correct position. I'm hoping someone can point me in the correct direction!
i have included my code for the spine rendering system...hope you can help! i want to place the spine object at the same position as my box 2d object which is using world coordinates. but spine is using pixel coordinates. i have also included an image to show you what is happening. (the grey square near the middle right of the screen is where i want my spine object to be!)
Amarino
public class SpineRenderSystem extends IteratingSystem {
private static final String TAG = com.chaingang.freshstart.systems.SpineRenderSystem.class.getName();
private PolygonSpriteBatch pBatch;
SkeletonMeshRenderer skeletonMeshRenderer;
private boolean process = true;
BodyComponent bodyComp;
Spine2DComponent spineComp;
public SpineRenderSystem(PolygonSpriteBatch pBatch){
super(Family.all(RenderableComponent.class, Spine2DComponent.class, PositionComponent.class).get());
this.pBatch = pBatch;
skeletonMeshRenderer = new SkeletonMeshRenderer();
skeletonMeshRenderer.setPremultipliedAlpha(true);
}
@Override
protected void processEntity(Entity entity, float deltaTime) {
bodyComp = Mappers.body.get(entity);
spineComp = Mappers.spine2D.get(entity);
float offsetX = 100.00f/Gdx.graphics.getWidth(); //100 equal world width
float offsetY = 50.00f/Gdx.graphics.getHeight(); //50 equals world height
pBatch.begin();
spineComp.skeleton.setX((bodyComp.body.getPosition().x / offsetX) );
spineComp.skeleton.setY((bodyComp.body.getPosition().y) / offsetY);
skeletonMeshRenderer.draw(pBatch,spineComp.skeleton);
//spineComp.get(entity).skeleton.setFlipX(player.dir == -1);
spineComp.animationState.apply(spineComp.skeleton);
spineComp.skeleton.updateWorldTransform();
pBatch.end();
}
}