LibGDX如何将游戏放在桌面上? *** 固定的 *** [英] LibGDX How to put the game in the table? *** FIXED ***

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问题描述

我有一个游戏屏幕,我想在其中同时实现游戏本身和控制按钮.我使用TABLE将该屏幕分为两部分. 控制按钮和游戏在不同的类中实现.除了显示游戏之外,其他所有东西都正常运行.

I have a game screen in which I want to implement both the game itself and the control buttons. I divided this screen into two parts using TABLE. The control buttons and the game are implemented in different classes. Everything works correctly, except for displaying the game.

如何使游戏适合顶部窗口?

游戏屏幕代码

public class GameScreen implements Screen {
    private Main parent;
    private Stage stage;
    public static SnakeControl snakeControl;
    private SpriteBatch batch;
    private GameControl game;

    public GameScreen(Main main) {
        parent = main;

        stage = new Stage(new ScreenViewport());
        Gdx.input.setInputProcessor(stage);
        snakeControl = new SnakeControl();

        GameAssets.instance().loadAssets();
        batch = new SpriteBatch();
        game = new GameControl();
    }

    @Override
    public void show() {
        Table table = new Table();
        table.setFillParent(true);
        table.setDebug(true);

        table.row();
        table.add(game).expand().pad(10f, 5f, 10f, 5f);
        table.row();
        table.add(snakeControl.get_tSnakeControl()).fillX().height(GameInfo.SCREEN_HEIGHT/3.5f).pad(0f, 5f, 10f, 5f);

        stage.addActor(table);
    }

    @Override
    public void render(float delta) {
        game.update(Gdx.graphics.getDeltaTime());
        clearScreen();
        batch.begin();
        game.render(batch);
        stage.act(Gdx.graphics.getDeltaTime());
        stage.draw();
        batch.end();
    }

    private void clearScreen() {
        Gdx.gl.glClearColor(0f, 0f, 0f, 1f);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
    }

    @Override
    public void resize(int width, int height) {
        stage.getViewport().update(width, height, true);
    }

    @Override
    public void pause() {

    }

    @Override
    public void resume() {

    }

    @Override
    public void hide() {

    }

    @Override
    public void dispose() {
        stage.dispose();
        batch.dispose();
        GameAssets.instance().dispose();
    }

游戏代码

public class GameControl extends Actor {

    private Board board;
    private Snake snake;
    private float timeState;
    private BitmapFont font;

    private GameObject food;
    private boolean isGameOver;

    public GameControl() {
        TextureAtlas atlas = GameAssets.instance().get(GameAssets.SNAKE_PACK);
        font = GameAssets.instance().get(GameAssets.PIXEL_FONT);
        snake = new Snake(atlas);
        board = new Board(snake, GameInfo.SCREEN_WIDTH, GameInfo.SCREEN_HEIGHT);
        food = board.generateFood();
        init();
    }

    private void init() {
        GameSoundsPlayer.init();
        GameSoundsPlayer.playMusic(GameAssets.MEMO_SOUND, false);
    }

    public void update(float delta) {
        if (snake.hasLive()) {
            timeState += delta;
            snake.handleEvents();
            if (timeState >= .09f) {
                snake.moveBody();
                timeState = 0;
            }
            if (snake.isCrash()) {
                snake.reset();
                snake.popLife();
                GameSoundsPlayer.playSound(GameAssets.CRASH_SOUND, false);
            }
            if (snake.isFoodTouch(food)) {
                GameSoundsPlayer.playSound(GameAssets.EAT_FOOD_SOUND, false);
                Scorer.score();
                snake.grow();
                food = board.generateFood();
            }
        } else {
            gameOver();
            if (Gdx.input.isKeyJustPressed(Input.Keys.ANY_KEY)) start();
        }
    }

    private void gameOver() {
        isGameOver = true;
        GameSoundsPlayer.stopMusic(GameAssets.MEMO_SOUND);
        GameSoundsPlayer.playMusic(GameAssets.GAME_OVER_SOUND, false);
    }

    private void start() {
        GameSoundsPlayer.playMusic(GameAssets.MEMO_SOUND, false);
        GameSoundsPlayer.stopMusic(GameAssets.GAME_OVER_SOUND);

        isGameOver = false;
        snake.reset();
        snake.restoreHealth();
        food = board.generateFood();
        Scorer.reset();
    }

    public void render(SpriteBatch batch) {
        board.render(batch);
        food.draw(batch);
        snake.render(batch);

        if (isGameOver) {
            font.draw(batch, "GAME OVER", (GameInfo.SCREEN_WIDTH - 100) / 2, (GameInfo.SCREEN_HEIGHT + 100) / 2);
            font.draw(batch, "Press any key to continue", (GameInfo.SCREEN_WIDTH - 250) / 2, (GameInfo.SCREEN_HEIGHT + 50) / 2);
        }

        font.draw(batch, "Player: ", GameInfo.SCALE * 4, GameInfo.SCREEN_HEIGHT - 10);
        font.draw(batch, "Score: " + Scorer.getScore(), GameInfo.SCALE / 2, GameInfo.SCREEN_HEIGHT - 10);
        font.draw(batch, "Size: " + snake.getBody().size(), GameInfo.SCALE / 2, GameInfo.SCREEN_HEIGHT - 40);
    }
}

推荐答案

我为此使用了视口!

@Override
    public void render(float delta) {

        clearScreen();
        Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()/3);
        stage.act(Gdx.graphics.getDeltaTime());
        stage.draw();

        Gdx.gl.glViewport(0, Gdx.graphics.getHeight()/3, Gdx.graphics.getWidth(), (Gdx.graphics.getHeight() - Gdx.graphics.getHeight()/3));
        game.update(Gdx.graphics.getDeltaTime());
        batch.begin();
        game.render(batch);
        batch.end();
    }

这篇关于LibGDX如何将游戏放在桌面上? *** 固定的 ***的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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