How to drag and drop object in libGDX?

How to drag and drop object in libGDX?

If target =! null it means that we dropped the object in a valid place so I want to add the DraggableObject to the DragBox (addActor). The difference between a normal DraggableObject and the one that displays subDragBoxes (which extends the first one) is this in the constructor: And when it is dragged to a main box I just call:

How to add draggableobjects to a main box?

Say the red is a special DraggableObject that creates subdraggable boxes when placed in a draggable box. So when it is there in the box I add to the group DraggableObject the two boxes. Currently I can drag any DraggableObject to a main box.

What’s the difference between draggableobject and subdragboxes?

The difference between a normal DraggableObject and the one that displays subDragBoxes (which extends the first one) is this in the constructor: And when it is dragged to a main box I just call: This is what I want to accomplish. Say the red is a special DraggableObject that creates subdraggable boxes when placed in a draggable box.

How to create a simple game in libGDX?

Before diving into the APIs provided by libGDX, let’s create a very simple “game”, that touches each module provided by the framework, to get a feeling for things. We’ll introduce a few different concepts without going into unnecessary detail. Follow the steps in the Generating a Project guide. In the following, we will use these settings:

Where is the origin of drawing in libGDX?

By default, all rendering in libGDX (and OpenGL) is performed with the y-axis pointing upwards. The x/y coordinates of the bucket define the bottom left corner of the bucket, the origin for drawing is located in the bottom left corner of the screen.

What happens when I Drag Something to a subdraggablebox?

The problem with red DraggableObjects is that when I Drag something to one of its subDraggableBoxes it erases the red draggable object (with the boxes) and substitutes it by the new one in the main DraggableBox.