Benefits of using scene2d?

I’m working on a 2d rpg using LibGdx and have started considering using Scene2d for some in-game stuff as opposed to just the GUI like I had originally intended. My game is tilebased, and you can right click on different game objects to get different options for each object. For example, lets say the player finds a tree, there would be options like: Examine tree, chop tree, pick apple. Would scene2d be a good option for me to use?

I’m very new to LibGdx and by extension, scene2d. If scene2d is something I should consider using, can someone link me to a useful guide on how to properly implement it? That would be really helpful.

Thanks!

In my experience, I strictly see scene2d as for use with gui based things only and not with actual gameplay. Such as for buttons. It does gui stuff excellent.

However for control of entities, actors, players, trees, etc…
I personally wouldn’t recommend using it for in-game. Though I know sometimes people do.
I would recommend it for your rpg’s menu and overlay(always there) type of stuff.

I had spent too much time struggling with it because I wanted access to certain things that are abstracted and handling the in-game stuff myself was far easier.

just my 2 cents :expressionless:

Okay, I’ll just stick to using it for my overlay like I had already planned. Would it be bad to have a tiled map rendered behind my scene2d stage? Because I can’t figure out how to make it so the tiledmap only renders on part of the screen. The main game will have mouselisteners, so I think it might cause a problem.

@namrog84
+1

@Stein102
No problem at all.

Okay, perfect. So my screen can have multiple input listeners?

Gdx.input.setInputProcessor(new InputMultiplexer(inputProcessor1, inputProcessor2, ...));

Multiplexer (at bottom of page).

beautiful, seems like these guys think of everything. Thanks! :slight_smile: