• Advertisement
Sign in to follow this  

Libgdx camera - pixel issues

This topic is 1788 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts


I am a game designer student who started working with box2d and Libgdx recently. My game idea relies on Box2D heavily, so I spent about a week learning Box2dWeb (which is the JavaScript port of Box2d), and learned hopefully most of the things that I am going to need

in the development process. You can see the end result here


When I got done with this, I took a dive into libgdx. Read a lot of tutorials and documentation, and managed to get most of the things already working, but I am stuck with the pixel to meter (and vica-versa) scaling system, therefore I can't get it working on my Android device.


Using Box2dWeb I could solve the scaling problem by setting up a scale variable, and dividing and multiplying with it. According to the web, 30pixel should be equivalent 1 meter, so I did the following:

SCALE = 30;


var bodyDef			= new box2d.b2BodyDef();
    bodyDef.type		= box2d.b2Body.b2_staticBody;	
    bodyDef.position.x	        = 400 / SCALE; 
    bodyDef.position.y	        = 600 / SCALE;
    bodyDef.userData            = 'Ground';

var fixDef = new box2d.b2FixtureDef();
fixDef.density = 5;
fixDef.friction = 0.5;
fixDef.restitution = 0.9;

fixDef.shape = new box2d.b2CircleShape(50 / SCALE);



And after assigning a bitmap to it, it matched the shape of the box!

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement