如何在 LibGDX 中绘制 BitmapFont? [英] How to draw a BitmapFont in LibGDX?

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本文介绍了如何在 LibGDX 中绘制 BitmapFont?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我敢打赌,我做了一些愚蠢的事情,只是似乎没有注意到它.

I'm seriously betting that I did something effing stupid and just can't seem to notice it.

package com.me.mygdxgame;

import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;

public class Locked implements ApplicationListener
{
    private OrthographicCamera camera;
    private SpriteBatch batch;
    private Texture texture;
    private Sprite sprite;
    private BitmapFont font;
    private CharSequence str = "Hello World!";
    private float width;
    private float height;

    @Override
    public void create()
    {
        width = Gdx.graphics.getWidth();
        height = Gdx.graphics.getHeight();

        camera = new OrthographicCamera(1, height / width);
        batch = new SpriteBatch();

        texture = new Texture(Gdx.files.internal("data/libgdx.png"));
        texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);

        TextureRegion region = new TextureRegion(texture, 0, 0, 512, 275);

        sprite = new Sprite(region);
        sprite.setSize(0.9f, 0.9f * sprite.getHeight() / sprite.getWidth());
        sprite.setOrigin(sprite.getWidth() / 2, sprite.getHeight() / 2);
        sprite.setPosition(-sprite.getWidth() / 2, -sprite.getHeight() / 2);

        font = new BitmapFont(Gdx.files.internal("data/digib.fnt"),
                Gdx.files.internal("data/digib.png"), false);
    }

    @Override
    public void dispose()
    {
        batch.dispose();
        texture.dispose();
    }

    @Override
    public void render()
    {
        Gdx.gl.glClearColor(1, 1, 1, 1);
        Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

        batch.setProjectionMatrix(camera.combined);
        batch.begin();
        font.setColor(0.0f, 0.0f, 0.0f, 1.0f);

        //sprite.draw(batch);
        font.draw(batch, str, width*0.5f, height*0.5f);
        batch.end();
    }

    @Override
    public void resize(int width, int height)
    {
    }

    @Override
    public void pause()
    {
    }

    @Override
    public void resume()
    {
    }
}

项目是使用他们提供的模板工具生成的gdx-setup-ui.jar正如您在代码中看到的那样,我没有费心摆脱默认代码(只是一些简单的绘制代码来呈现 LibGDX 徽标).

The project was generated with the template tool they provide gdx-setup-ui.jar As you can see in the code, I didn't bother to get rid of the default codes (Just some simple draw codes to render the LibGDX logo).

因此,对于干净生成的项目,我在此处遵循本指南http://code.google.com/p/libgdx-users/wiki/addingText2D

So, with the cleanly generated project, I followed this guide here http://code.google.com/p/libgdx-users/wiki/addingText2D

最后得到上面提供的代码.

and finally arriving with the provided code above.

问题是,为什么 !@#$ing 文本不显示!?我换了很多次位置,仍然没有运气:

The problem is, why won't the !@#$ing text show!? I changed the position so many times and still no luck :

我错过了什么吗?

仅供参考:字体很好,我将它们放到另一个游戏中,它可以工作.

FYI: The fonts are fine, I dropped them into another game and it works.

推荐答案

尝试像这样改变投影矩阵:

Try to change projection matrix like this:

Matrix4 normalProjection = new Matrix4().setToOrtho2D(0, 0, Gdx.graphics.getWidth(),  Gdx.graphics.getHeight());

batch.setProjectionMatrix(normalProjection);

这篇关于如何在 LibGDX 中绘制 BitmapFont?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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