我正在用Libgdx做文字动画。尝试做类似的事情
font1 = new BitmapFont(Gdx.files.internal("fontLabel/fonty.fnt"), false);
font1.getRegion().getTexture()
.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
touchPos = new Vector3();
listchar = new TextButton[pause.length()];
advances = new FloatArray();
post = new FloatArray();
font1.computeGlyphAdvancesAndPositions(pause, advances, post);
但是
computeGlyphAdvancesAndPositions
不再退出,该怎么办?编辑
我读了这个blog post,上面说要使用
GlyphLayout
,但是我不知道该怎么做? GlyphLayout
不接受我要提供的参数我想做类似this video中的动画的操作,旧的源代码是here,但是如上所述,由于我强调了这一节,所以它不再起作用。
package com.tntstudio.texteffect;
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.math.Interpolation;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.actions.Actions;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton.TextButtonStyle;
import com.badlogic.gdx.scenes.scene2d.utils.ClickListener;
import com.badlogic.gdx.utils.FloatArray;
public class TECore implements ApplicationListener {
private Stage stage;
private BitmapFont font;
private TextButton[] listchar;
private FloatArray post, advances;
private String text;
private static final float time = 0.5f, delay = 0.2f;
private static final float x = 200f, y = 200f;
@Override
public void create() {
stage = new Stage(800f, 480f, true);
font = new BitmapFont(Gdx.files.internal("data/texteffect.fnt"));
font.getRegion().getTexture()
.setFilter(TextureFilter.Linear, TextureFilter.Linear);
text = "manh phi libgdx";
listchar = new TextButton[text.length()];
advances = new FloatArray();
post = new FloatArray();
font.computeGlyphAdvancesAndPositions(text, advances, post);
final TextButtonStyle style = new TextButtonStyle();
style.font = font;
/*-------- List Text --------*/
for (int i = 0; i < text.length(); i++) {
listchar[i] = new TextButton(String.valueOf(text.charAt(i)), style);
listchar[i].setTransform(true);
listchar[i].setPosition(x + post.get(i), y);
listchar[i].setOrigin(advances.get(i) / 2,
listchar[i].getHeight() / 4);
stage.addActor(listchar[i]);
}
Gdx.input.setInputProcessor(stage);
/*-------- Drop Effect Adapter --------*/
TextButton drop = new TextButton("drop", style);
drop.setPosition(0, 10);
drop.addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
dropText();
}
});
stage.addActor(drop);
/*-------- Spin effect Adapter --------*/
TextButton spin = new TextButton("spin", style);
spin.setPosition(0, 100f);
spin.addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
spinText();
}
});
stage.addActor(spin);
/*-------- Appear effect Adapter --------*/
TextButton appear = new TextButton("appear", style);
appear.setPosition(0, 300f);
appear.addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
appearText();
}
});
stage.addActor(appear);
}
// ///////////////////////////////////////////////////////////////
// Reset Param of a char in text
// ///////////////////////////////////////////////////////////////
private void resetText() {
for (int i = 0; i < text.length(); i++) {
listchar[i].setPosition(x + post.get(i), y);
listchar[i].setOrigin(advances.get(i) / 2,
listchar[i].getHeight() / 4);
listchar[i].setColor(0, 0, 0, 1);
listchar[i].setScale(1f);
}
}
private void dropText() {
resetText();
for (int i = 0; i < text.length(); i++) {
listchar[i].setY(y + 200f);
listchar[i].setColor(0, 0, 0, 0);
listchar[i].addAction(Actions.delay(
delay * i,
Actions.parallel(Actions.alpha(1, time), Actions.moveTo(x
+ post.get(i), y, time, Interpolation.bounceOut))));
}
}
private void spinText() {
resetText();
for (int i = 0; i < text.length(); i++) {
listchar[i].addAction(Actions.delay(delay * i,
Actions.rotateBy(360f, time * 5, Interpolation.elastic)));
}
}
private void appearText(){
resetText();
for (int i=0; i<text.length(); i++){
listchar[i].setScale(0f);
listchar[i].setColor(0, 0, 0, 0);
listchar[i].addAction(Actions.delay(delay*i, Actions.parallel(Actions.alpha(1, time), Actions.scaleTo(1, 1, time, Interpolation.swingOut))));
}
}
@Override
public void dispose() {
}
@Override
public void render() {
Gdx.gl.glClearColor(0, 0, 1, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
stage.act(Gdx.graphics.getDeltaTime());
stage.draw();
}
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
}
最佳答案
从libGDX
的version 1.5.6开始,使用was removed的方法BitmapFont.computeGlyphAdvancesAndPositions
GlyphLayout
。BitmapFont.computeGlyphAdvancesAndPositions
返回2个数组,其中包含给定CharSequence
的字符的前进和位置。
要使用GlyphLayout
检索相同的信息:
GlyphLayout
对象并设置所需的字体和文本:GlyphLayout layout = new GlyphLayout();
layout.setText(font, text);
GlyphRun run = layout.runs.get(0);
GlyphRun
包含的xAdvances
与BitmapFont.computeGlyphAdvancesAndPositions
返回的advances数组相当;区别在于,数组的第一个位置包含相对于绘图位置的X偏移量,而i-th
字符的实际前进宽度在数组的i-th + 1
元素中:float startingOffset = run.xAdvances.get(0);
float ithAdvance = run.xAdvances.get(i + 1);
float[] positions = new float[text.length()];
for (int i = 0; i < positions.length; i++) {
if (i == 0) {
// first position is the starting offset
positions[0] = run.xAdvances.get(0);
} else {
// current position is the previous position plus its advance
positions[i] = positions[i - 1] + run.xAdvances.get(i);
}
}
结论:
advances.get(i)
替换为run.xAdvances.get(i + 1)
post.get(i)
替换为positions[i]
,如先前所示(或以等效方式)获得