我在舞台上有一位演员,虽然命中了,而且叫触地得分,但没有触地得分和touchdraggy。对什么地方有什么想法吗?
............
stage = new Stage(0, 0, true);
Gdx.input.setInputProcessor(stage);
...........
@Override
public Actor hit(float arg_x, float arg_y) {
if ((arg_x > this.location.x) && (arg_x < (this.location.x + 40)) && (arg_y > this.location.y) && (arg_y < (this.location.y + 40))) {
Gdx.app.log("Tile", "hit char = " + this.GetLetter());
return this;
}
return null;
}
@Override
public boolean touchDown(float arg_x, float arg_y, int arg2) {
Gdx.app.log("Tile", "down char = " + this.GetLetter());
return false;
}
@Override
public void touchDragged(float arg_x, float arg_y, int arg2) {
Gdx.app.log("Tile", "tile dragged");
}
@Override
public void touchUp(float arg_x, float arg_y, int arg2) {
Gdx.app.log("Tile", "touchUp");
}
最佳答案
我在另一个论坛上找到了答案。
public boolean touchDown(float arg_x, float arg_y, int arg2) {
Gdx.app.log("Tile", "down char = " + this.GetLetter());
return false;
}
应该
public boolean touchDown(float arg_x, float arg_y, int arg2) {
Gdx.app.log("Tile", "down char = " + this.GetLetter());
return true;
}
也就是说,它应该返回
true
而不是false
。那么其他方法将在适当的时候被调用。