java - Clicklistener - different coordinates while resizing -


i have tiled map on set characters(every character of size of 1 tile). managed make them clickable, when screen resizes works perfect. every time click on character want button show above it. button use stage , place button in place clicked small transition , works.

my problem when try use clicklistener on button. if screen not resize, clicklistener works. problem starts when screen resized - clicks on players works well, button not work - after resize clicking space , button space not aligned. test purposes made test map shows me grids. seems stage not resized. picture reference. tried many solutions came upon on internet , still can't find solution problem. have shortened code down minimum basic example:

public class test extends applicationadapter {  public static stage stage; public tiledmap tiledmap; static orthographiccamera camera; tiledmaprenderer tiledmaprenderer; public static boolean showmenu; gesturedetector gesture; inputmultiplexer myinputmultiplexer; public static int posx, posy; public static image move; public texture movemenu;  @override public void create() {      movemenu = new texture(gdx.files.internal("move.png"));     gesture = new gesturedetector(new mygesturelistener());     myinputmultiplexer = new inputmultiplexer();     float unitscale = 1 / 32f;     camera = new orthographiccamera();     camera.settoortho(true, 33, 21);     stage = new stage(new screenviewport());     stage.getviewport().setcamera(camera);     tiledmap = new tmxmaploader().load("test.tmx");     tiledmaprenderer = new orthogonaltiledmaprenderer(tiledmap, unitscale);     myinputmultiplexer.addprocessor(stage);     myinputmultiplexer.addprocessor(gesture);     gdx.input.setinputprocessor(myinputmultiplexer);     move = new image(movemenu);     move.setwidth(2);     move.setheight(2);      move.addlistener(new clicklistener() {          @override         public void clicked(inputevent event,  float x, float y) {             move(); //my action, works fine             showmenu = false;           }     });     stage.addactor(move); }  @override public void render() {     super.render();     stage.act();     tiledmaprenderer.setview(camera);     camera.update();     tiledmaprenderer.render();   if (showmenu) {         mainmenudraw();     } }  public static void mainmenudraw() {     move.setposition(posx, posy-2);          stage.draw(); }  public void resize(int width, int height) {     stage.getviewport().update(width, height, true); }  public static orthographiccamera getcamera() {     return camera; }  public static vector3 unprojectcoords(vector3 coords) {     camera.unproject(coords);        return coords; }   } 

and part of gesturelistener:

public boolean touchdown(float x, float y, int pointer, int button) {      vector3 temp_coord = new vector3(x, y, 0);     vector3 coords = test.unprojectcoords(temp_coord);      return false; }  @override public boolean tap(float x, float y, int count, int button) {      vector3 temp_coord = new vector3(x, y, 0);      vector3 coords = test.unprojectcoords(temp_coord);      test.posx = (int) coords.x;     test.posy = (int) coords.y;      tap = true;     test.showmenu = true;      return false; } 

i suggest read more re-sizing , displaying pixels.

you need recalculate pixels when render something. - player, background image, buttons, events.

actually don't need use resize method, camera width , height.

you need share more code, because depends on everything. don't see how doing rendering.

  • tiledmaprenderer.render(), background rendering / layers?
  • player rendering?
  • menu rendering?
    • buttons rendering?

example: (the same should event handler)

public gamebutton(textureregion reg, float x, float y, orthographiccamera cam) {          this.reg = reg;         this.x = x;         this.y = y;         this.cam = cam;          width = reg.getregionwidth();         height = reg.getregionheight();         vec = new vector3();          texture tex = game.res.gettexture("hud");         font = new textureregion[11];         for(int = 0; < 11; i++) {             font[i] = new textureregion(tex, 32 + * 9, 16, 9, 9); //use height  , width here)         }      } 

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