Here are a little example how to use camera and viewport:
First we must define how big is our world the camera shows:
private static final int WORLD_WIDTH = 300;
private static final int WORLD_HEIGHT = 250;
Our world is now 300 x 250 units (not Pixel!) big.
It's importent to think in units not in pixels!!
Now we need a OrthographicCamera, a Viewport and a SpriteBatch
OrthographicCamera camera;
Viewport viewport;
SpriteBatch batch;
@Override
public void create () {
camera = new OrthographicCamera(); // we create a OrthographicCamera
viewport = new ExtendViewport(WORLD_WIDTH, WORLD_HEIGHT, camera); // we create a new Viewport with our camera and we will display our world 300 x 250 units
batch = new SpriteBatch(); // we create a new SpriteBatch for draw our textures
}
In our render method we say the batch only to draw what we can see in our Viewport
with the method setProjectionMatrix()
@Override
public void render (float delta) {
camera.update(); //update our camera every frame
batch.setProjectionMatrix(camera.combined); //say the batch to only draw what we see in our camera
batch.begin();
batch.draw(texture, 0,0); //draw our texture on point 0,0 bottom left corner
batch.end();
}
And in the resize method:
public void resize(int width, int height){
viewport.update(width, height); //update the viewport to recalculate
}
To understand why you have this issue:
In your code you never set the camera to the viewport: view = new ExtendViewport(Width,Height);
So your viewport never apply to the batch.
To render the correct way without Viewport you must know that the position of OrhographicCamera is in the center.
So when you set a Camera to position 0,0 and size 50,50 you see the world from -25 to 25 in each direction;
To use OrthographicCamera without Viewport:
public void create () {
camera = new OrthographicCamera(WORLD_WIDTH, WORLD_HEIGHT); // we create a OrthographicCamera and we will display our world 300 x 250 units
camera.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2, 0); //we set position of camera, our world point 0,0 is now the bottom left corner in the camera
batch = new SpriteBatch(); // we create a new SpriteBatch for draw our textures
texture = new Texture("badlogic.jpg");
}
public void render () {
camera.update();
batch.setProjectionMatrix(camera.combined);
batch.begin();
batch.draw(texture, 0,0);
batch.end();
}
The important point is in the resize method:
public void resize(int width, int height){
camera.viewportWidth = WORLD_WIDTH;
camera.viewportHeight = WORLD_HEIGHT * height / width;
camera.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2, 0);
}
With this calculation you always see a World of 300 width and 250 * ratio of width, and height.
And exactly this calculation does the viewport for you. Depending on which Vieport (FitViewport, ScreenViewport, ExtendViewport) you use this calculation will be different, try it out.
I hope this helps you to understand how camera, viewport and Spritebatch works together.
Here are useful links to the libgdx wiki which descript the Viewport and Camera:
https://github.com/libgdx/libgdx/wiki/Viewports
https://github.com/libgdx/libgdx/wiki/Orthographic-camera