我正在使用 libgdx 制作一个简单的游戏,我想使用 scene2Dui 和舞台和皮肤来简化我的很多定位/调整代码。
为了进一步简化所有内容的定位,我还想定义一个自定义坐标系,以便无论屏幕大小(以像素为单位)如何,代码都会自动创建网格叠加层并正确定位/调整我的所有元素。
我遇到的问题与这个新的坐标系以及它如何与皮肤一起工作有关。基本上,我根据皮肤中的样式创建一个按钮,并将其放在一个表格中,以根据我的坐标调整大小。我还创建了一个图像,但这次直接加载该区域并自行定位。
调试行显示按钮本身工作正常,并且在点击方面表现如预期;如果我在表外单击,尽管图像被炸毁,但没有任何反应。调整窗口大小也会按预期运行。
在某个地方,舞台必须询问皮肤按钮的图片有多大,它以像素为单位回答,它应该在我的坐标中回答。有没有办法将皮肤缩小到我的坐标,并在调整窗口大小时更新它?
以下是相关代码:
// *** Layout Coordinates ***//
// Use the pixels per unit to define a grid and orient
// all the elements of the screen based on that grid.
private static final float CAMERA_WIDTH = 5f; // how many boxes wide the screen is
private static final float CAMERA_HEIGHT = 8f; // how many boxes high the screen is
// Button in the table, all in my coordinate system
private static final float BUTTON_HEIGHT = 1.0f;
private static final float BUTTON_WIDTH = 3.0f;
private static final float TABLE_PADDING_LEFT = 1.0f;
private static final float TABLE_PADDING_TOP = 1.0f;
// Floating image, all in my coordinate system
private static final float IMAGE_HEIGHT = 4.0f;
private static final float IMAGE_WIDTH = 3.0f;
private static final float IMAGE_ORIGIN_X = 1.0f;
private static final float IMAGE_ORIGIN_Y = 1.0f;
private TextButton myButton;
private Image myImage;
private final Stage myStage;
private final Skin mySkin;
private int width;
private int height;
public LayoutTestScreen() {
width = Gdx.graphics.getWidth();
height = Gdx.graphics.getHeight();
Gdx.app.log("SIZE_DEBUG", "Constructing to "+ width + "x" + height);
myStage = new Stage(width, height, true, game.getSpriteBatch());
mySkin = new Skin(Gdx.files.internal("uiskin.json"));
}
@Override
public void resize(int width, int height) {
Gdx.app.log("SIZE_DEBUG", "Resizing to "+ width + "x" + height);
this.width = width;
this.height = height;
myStage.setViewport(CAMERA_WIDTH, CAMERA_HEIGHT, false, 0, 0, this.width, this.height);
scaleSkinToMatchScreen();
}
@Override
public void show() {
super.show();
scaleSkinToMatchScreen();
buildButtonTable();
buildImage();
Gdx.input.setInputProcessor(myStage);
}
public void scaleSkinToMatchScreen(){
//TODO: Use CAMERA_HEIGHT / this.height and CAMERA_WIDTH / this.width to scale
//the skin's images down (or up!) to match our coordinate system.
}
private void buildButtonTable() {
// Adds a table of action buttons in the top-left corner of the screen
Table buttonTable = new Table(mySkin);
//Set cell defaults and position the table
buttonTable.defaults().width(BUTTON_WIDTH);
buttonTable.defaults().height(BUTTON_HEIGHT);
buttonTable.top().left();
buttonTable.padLeft(TABLE_PADDING_LEFT).padTop(TABLE_PADDING_TOP);
//Add a TextButton to the table
myButton = new TextButton("button", mySkin);
myButton.setColor(Color.RED);
myButton.addListener(new ChangeListener() {
@Override
public void changed(ChangeEvent event, Actor actor) {
Gdx.app.log("BUTTON","Button pressed!");
}
});
buttonTable.add(myButton);
buttonTable.row();
//Add the table to the stage
buttonTable.setFillParent(true);
buttonTable.debug();
myStage.addActor(buttonTable);
}
private void buildImage(){
// Create a new image, size and position it, and then put it in the stage.
myImage = new Image();
myImage.setX(IMAGE_ORIGIN_X);
myImage.setY(IMAGE_ORIGIN_Y);
myImage.setWidth(IMAGE_WIDTH);
myImage.setHeight(IMAGE_HEIGHT);
myImage.setDrawable(new TextureRegionDrawable(new TextureAtlas("images/cards/CardImages.pack").findRegion("b1fv")));
myStage.addActor(myImage);
}
@Override
public void render(float delta) {
super.render(delta);
myStage.draw();
myStage.act(delta);
Table.drawDebug(myStage);
}
我在 scaleSkinToMatchScreen() 中放了什么来将所有皮肤的图片缩放到我的坐标?