在我的Tile类中,我使用sprites
将TextureAtlas's createSprite()
分配给每个图块。现在从我的screenLauncher类中,我想在单击tile时更改Tile的sprite,即图像。 Tile类将TweenEngine用于动画的瓦片。
我的瓷砖课:
public class Tile {
private final float x, y;
public String title;
Sprite sprite;
private final Sprite interactiveIcon;
private final Sprite veil;
private final OrthographicCamera camera;
private final BitmapFont font;
private final TweenManager tweenManager;
private final MutableFloat textOpacity = new MutableFloat(1);
public Tile(float x, float y, float w, float h, String title, String spriteName, TextureAtlas atlas, TextureAtlas launcherAtlas, OrthographicCamera camera, BitmapFont font, TweenManager tweenManager) {
this.x = x;
this.y = y;
this.title = title;
this.camera = camera;
this.font = font;
this.tweenManager = tweenManager;
this.sprite = launcherAtlas.createSprite(spriteName);
this.interactiveIcon = atlas.createSprite("interactive");
this.veil = atlas.createSprite("white");
sprite.setSize(w, h);
sprite.setOrigin(w/2, h/2);
sprite.setPosition(x + camera.viewportWidth, y);
interactiveIcon.setSize(w/10, w/10 * interactiveIcon.getHeight() / interactiveIcon.getWidth());
interactiveIcon.setPosition(x+w - interactiveIcon.getWidth() - w/50, y+h - interactiveIcon.getHeight() - w/50);
interactiveIcon.setColor(1, 1, 1, 0);
veil.setSize(w, h);
veil.setOrigin(w/2, h/2);
veil.setPosition(x, y);
veil.setColor(1, 1, 1, 0);
}
public void draw(SpriteBatch batch) {
sprite.draw(batch);
float wrapW = (sprite.getWidth() - sprite.getWidth()/10) * Gdx.graphics.getWidth() / camera.viewportWidth;
font.setColor(1, 1, 1, textOpacity.floatValue());
font.drawWrapped(batch, title,
sprite.getX() + sprite.getWidth()/20,
sprite.getY() + sprite.getHeight()*19/20,
wrapW);
if (veil.getColor().a > 0.1f) veil.draw(batch);
}
public void enter(float delay) {
Timeline.createSequence()
.push(Tween.to(sprite, SpriteAccessor.POS_XY, 0.7f).target(x, y).ease(Cubic.INOUT))
.pushPause(0.1f)
.push(Tween.to(interactiveIcon, SpriteAccessor.OPACITY, 0.4f).target(1))
.delay(delay)
.start(tweenManager);
}
public boolean isOver(float x, float y) {
return sprite.getX() <= x && x <= sprite.getX() + sprite.getWidth()
&& sprite.getY() <= y && y <= sprite.getY() + sprite.getHeight();
}
public String getTitle()
{
return this.title;
}
}
我想知道在LibGdx中使用通用补间引擎是否可以动态更改Sprites。
最佳答案
如果您将磁贴扩展为Actor
并将其添加到Stage
中,而不是手动调用draw()
,则对您来说会容易得多。
位置变量将已经存在。您仍然可以以相同的方式对其进行动画处理,并且外观将完全相同。
此外,由于现在有演员,您可以向他们添加ClickListener
。单击Tile
时,可以更改Sprite
成员的值并重新加载。
您甚至可以参考How to detect when an actor is touched in libgdx?
祝好运。