嗨,我在libgdx中切换屏幕时遇到问题。我正在建立一个小行星游戏克隆。因此,首先渲染我的MainMenuScreen类(使用Fitviewport),然后我将setScreen()调用到GameScreen(GameScreen不使用Fitviewport),该方法可以工作,除了第二个屏幕就像使用Fitviewport一样进行渲染。如果我调整第二个屏幕的大小,则整个窗口都将用于渲染。为什么会这样呢?这是一些图片...

MainMenuScreen class

GameScreen class after switching screens, the screen has black bars on the side (I colored the boundary in red for you) which I dont want

我希望GameScreen使用所有窗口区域进行渲染,而不要像MainMenu那样使用黑条。我也没有在GameScreen中使用任何Fitviewport。

这是我的MainMenuScreen类的相关部分:

public class MainMenuScreen implements Screen
{
    private static final String TAG = "MainMenu";
    private static final int VIRTUAL_WIDTH = 400;
    private static final int VIRTUAL_HEIGHT = 400;
    MyGdxGame game;

       ...

    public MainMenuScreen(MyGdxGame game)
    {

        this.game = game;
        viewport = new FitViewport(VIRTUAL_WIDTH, VIRTUAL_HEIGHT);
        stage = new Stage(viewport);

        // Play button listener
        btnPlay.addListener( new ClickListener() {
            @Override
            public void clicked(InputEvent event, float x, float y) {
                Gdx.app.log(TAG, "PLAY");
              MainMenuScreen.this.game.setScreen(MainMenuScreen.this.game.gameScreen);
            };
        });

             ....
    }


这是我的GameScreen类:

MyGdxGame game;
OrthographicCamera guiCam;
World world;
WorldRenderer renderer;


public GameScreen(MyGdxGame game, SpriteBatch batch)
{
    this.game = game;
    guiCam = new OrthographicCamera(400, 400);
    guiCam.position.set(400 / 2, 400 / 2, 0);
    world = new World();
    renderer = new WorldRenderer(game, batch, world);
}

public void draw()
{
    GL20 gl = Gdx.gl;
    gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    renderer.render();
}

@Override
public void show()
{
    world.createLevel();
}

@Override
public void render(float delta)
{
    draw();
}

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

}

@Override
public void pause()
{

}

@Override
public void resume()
{

}

@Override
public void hide()
{

}

@Override
public void dispose()
{

}

最佳答案

好的,我发现了这一行代码的问题:

public void resize(int width, int height)
    {
        viewport.update(width, height, true);

    }


每当您更新视口时,您还将同时更新基础的opengl视口,这会导致黑条持续显示在第二个屏幕(https://github.com/libgdx/libgdx/wiki/Viewports)上。因此,如果要将其重置为正常状态,则必须在第二个屏幕show()方法(https://github.com/libgdx/libgdx/wiki/Scene2d)中使用以下代码行:

Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());

07-24 18:43
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