title: LibGdx Tiled Map Rendering Issue
body: <p>Im trying to study a book to learn LibGDX game engine but i have a problem with rendering tiled maps. i think i wrote the same code with book but i couldnt get the same result.</p>
  
  <p>its a simple game with a character and a map. When i rendered my character and background, there was no problem.</p>
  
  <p>its looking like this;</p>
  
  <p><a href="http://i66.tinypic.com/nb97nq.png" rel="nofollow">http://i66.tinypic.com/nb97nq.png</a></p>
  
  <p>but after i add my tmx map screen shows just some part of the game and no map..
  i dont know how to fix this.. im really confused.</p>
  
  <p><a href="http://i68.tinypic.com/11c9j6g.png" rel="nofollow">enter link description here</a></p>
  
  <p>those are my GameManager and ScreenManager classes, maybe you can figure out what i did wrong..</p>
  
  <pre><code>public class GameManager {
  
  static TiledMap map;
  public static TiledMapRenderer renderer;/////
  
  //region paddle
  static TextureRegion leftPaddleTexture;
  static TextureRegion rightPaddleTexture;
  static Sprite leftPaddleSprite;
  static Sprite rightPaddleSprite;
  public static final float PADDLE_RESIZE_FACTOR = 700f;
  public static final float PADDLE_ALPHA = 0.25f;
  public static final float PADDLE_HORIZ_POS_FACTOR = 0.02f;
  public static final float PADDLE_VERT_POSITION_FACTOR = 0.01f;
  //endregion
  
  static AssetManager assetManager;
  static TextureAtlas texturePack;
  
  static Bob bob;
  
  static TextureRegion bobSpriteSheet;
  
  public static Sprite backgroundSprite;
  public static Texture backgroundTexture;
  
  public static final float BOB_RESIZE_FACTOR = 400f;
  
  public static void loadAssets()
  {
      assetManager.load(GameConstants.backgroundImage, Texture.class);
      assetManager.load(GameConstants.texturePack, TextureAtlas.class);
  
  
      assetManager.setLoader(TiledMap.class, new TmxMapLoader(new InternalFileHandleResolver()));
  
  
      assetManager.load(GameConstants.level1, TiledMap.class);
  
  
      assetManager.finishLoading();
  }
  
  public static void initialize(float width, float height)
  {
  
  
  
      assetManager = new AssetManager();
      loadAssets();
  
  
      map = assetManager.get(GameConstants.level1);
      renderer = new OrthogonalTiledMapRenderer(map, GameConstants.unitScale);
  
      GameScreen.camera.setToOrtho(false, 35,20);
      GameScreen.camera.update();
  
  
      renderer.setView(GameScreen.camera);
  
      texturePack = assetManager.get(GameConstants.texturePack);
  
      initializeLeftPaddle(width,height);
      initializeRightPaddle(width, height);
  
      bob = new Bob();
      bobSpriteSheet = texturePack.findRegion(GameConstants.bobSpriteSheet);
      bob.initialize(width,height,bobSpriteSheet);
  
  
      bob.bobSprite = new Sprite(bobSpriteSheet);
  
      //set the size of the bob
      bob.bobSprite.setSize((walkSheet.getRegionWidth()/ANIMATION_FRAME_SIZE) * (width/BOB_RESIZE_FACTOR),
              walkSheet.getRegionHeight()*(width/BOB_RESIZE_FACTOR));
  
      bob.bobSprite.setPosition(width / 2f, 0);
  
      backgroundTexture =assetManager.get(GameConstants.backgroundImage);
      backgroundSprite = new Sprite(backgroundTexture);
  
      backgroundSprite.setSize(width, height);
  
  }
  
  public static void renderGame(SpriteBatch batch)
  {
     backgroundSprite.draw(batch);
      bob.update();
      bob.render(batch);
      leftPaddleSprite.draw(batch);
      rightPaddleSprite.draw(batch);
  
  }
  
  public static void dispose()
  {
      assetManager.unload(GameConstants.backgroundImage);
    assetManager.clear();
  }
  
  public static void initializeLeftPaddle(float width, float height)
  {
      leftPaddleTexture = texturePack.findRegion(GameConstants.leftPaddleImage);
      leftPaddleSprite = new Sprite(leftPaddleTexture);
  
      leftPaddleSprite.setSize(leftPaddleSprite.getWidth()*width/PADDLE_RESIZE_FACTOR,
              leftPaddleSprite.getHeight()*width/PADDLE_RESIZE_FACTOR);
  
      leftPaddleSprite.setPosition(width * PADDLE_HORIZ_POS_FACTOR, height * PADDLE_VERT_POSITION_FACTOR);
  
      leftPaddleSprite.setAlpha(PADDLE_ALPHA);
  }
  
  public static void initializeRightPaddle(float width, float height)
  {
      rightPaddleTexture = texturePack.findRegion(GameConstants.rightPaddleImage);
      rightPaddleSprite = new Sprite(rightPaddleTexture);
  
      rightPaddleSprite.setSize(rightPaddleSprite.getWidth()*width/PADDLE_RESIZE_FACTOR,
              rightPaddleSprite.getHeight()*width/PADDLE_RESIZE_FACTOR);
  
      rightPaddleSprite.setPosition(leftPaddleSprite.getX() + leftPaddleSprite.getWidth() + width * PADDLE_HORIZ_POS_FACTOR,
              height * PADDLE_VERT_POSITION_FACTOR);
  
      rightPaddleSprite.setAlpha(PADDLE_ALPHA);
  }
  </code></pre>
  
  <p>}</p>
  
  <pre><code>public class GameScreen implements Screen {
  
  MainGame game;
  SpriteBatch batch;
  public static OrthographicCamera camera;
  
  public GameScreen(MainGame game)
  {
      this.game = game;
      float height = Gdx.graphics.getHeight();
      float width = Gdx.graphics.getWidth();
  
      camera = new OrthographicCamera(width, height);
      camera.setToOrtho(false);
  
      batch = new SpriteBatch();
  
      GameManager.initialize(width, height);
  
      Gdx.input.setInputProcessor(new InputManager(camera));
  
  }
  
  @Override
  public void show() {
  
  }
  
  @Override
  public void render(float delta) {
      Gdx.gl.glClearColor(1,1,1,1);
      Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
  
  
      batch.setProjectionMatrix(camera.combined);
  
  
      GameManager.renderer.render();
  
  
       batch.begin();
       GameManager.renderGame(batch);
       batch.end();
  
  
  
  
  
  }
  
  @Override
  public void resize(int width, int height) {
  
  }
  
  @Override
  public void pause() {
  
  }
  
  @Override
  public void resume() {
  
  }
  
  @Override
  public void hide() {
  
  }
  
  @Override
  public void dispose() {
      batch.dispose();
      GameManager.dispose();
  
  }
  </code></pre>
  
  <p>}</p>
  
  <p>I hope you can help, i searched on site to find same problem but i couldnt..</p>