问题描述
我是Libgdx Developement的新手,并且正在从事类似Candy Crush之类的游戏.我有一个背景板,在该板上有许多颜色不同的硬币,用户可以在其中拖动和玩耍.除一个问题外,所有代码都工作正常,其中一个问题是我创建了一个逻辑,使用户达到多个点并进行了升级,这时我想显示一个弹出窗口,说"Level Up + NumberOfLevel".我创建了一个结合了背景图片和字体的弹出窗口.但是我无法画出来,因为我在 camera.update()之后调用它.
I am new to Libgdx Developement and I am working on a game same like Candy Crush. I have a background board, above that board there are number of coins with different colors where users can drag and play. All code is working fine except one issue, where I have created a logic where user achieves a number of points and levels up, at that moment I want to display a pop up saying Level Up + NumberOfLevel. I have created that pop up with combination of a background image and font. But I am unable to draw that because I am calling it after camera.update() .
这是我整个逻辑的代码:
Here is my code for the whole logic :
private void initLevelLogic() {
if (baseLevel == 0) {
baseTime = 180;
basePoint = 400;
gameTime = baseTime;
progressBar = new ProgressBar(0, baseTime, 1, false, progressBarStyle);
progressBar.setValue(baseTime);
baseScoreToMinus = 0;
baseLevel++;
} else {
Log.d("Runnable", "RUNNABLE CALLED");
initLevelUpAnimation(baseLevel);
Timer.schedule(new Task() {
@Override
public void run() {
baseTime -= 10;
basePoint = basePoint + (100 * baseLevel);
/**
* Game time will be used to calculate in render() method which is going to be in float.
*/
gameTime = baseTime;
progressBar = new ProgressBar(0, baseTime, 1, false, progressBarStyle);
progressBar.setValue(baseTime);
baseScoreToMinus = 0;
baseLevel++;
delayTime = 0;
stopGameObjects = false;
}
}, 5.0f);
}
}
private void initLevelUpAnimation(int level) {
levelUp = new Sprite(levelUpBG);
levelUp.setSize(250, 250);
levelUp.setPosition(gamePlayBG.getWidth() / 2 - levelUp.getWidth() / 2,
gamePlayBG.getHeight() / 2 - levelUp.getHeight() / 2);
stopGameObjects = true;
}
我延迟使用了布尔型 stopGameObjects ,因此可以在render()方法上绘制精灵.
I have used a boolean, stopGameObjects with a delay so I can draw sprite on render() method.
这是我的render()方法的代码:
public void render(float delta) {
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
game.batch.begin();
game.batch.setProjectionMatrix(camera2.combined);
game.batch.draw(gamePlayBG, 0, 0);
if (gameOver != true) {
//Log.d("render------------", "render: "+ delta);
progressBar.draw(game.batch, 1);
progressBar.setPosition(115, 700);
progressBar.setHeight(15);
progressBar.setWidth(270);
game.gameTopFonts.draw(game.batch, "Level " + baseLevel + " - ", 140, 750);
game.gameTopFonts.draw(game.batch, (basePoint - baseScoreToMinus) + " Points to Go", 225, 750);
if (score == 0) {
game.scoreFonts.draw(game.batch, score + "", 300, 810);
} else if (score < 100) {
game.scoreFonts.draw(game.batch, score + "", 280, 810);
} else if (score < 1000) {
game.scoreFonts.draw(game.batch, score + "", 260, 810);
} else {
game.scoreFonts.draw(game.batch, score + "", 245, 810);
}
}
//Writing this here will give output shown in the screenshot
if (stopGameObjects) {
levelUp.draw(game.batch);
game.levelUpFont.drawMultiLine(game.batch, "Level " + baseLevel + 1 + "\n" + "KEEP GOING", gamePlayBG.getWidth() / 2,
gamePlayBG.getHeight() / 2);
}
camera.update();
game.batch.setProjectionMatrix(camera.combined);
if (lineHud.size > 1) {
for (Sprite sprite : this.lineHud) {
sprite.draw(game.batch);
}
}
for (int i = 0; i < gameObjects.size; i++) {
gameObjects.get(i).draw(game.batch);
}
for (Sprite sprite : this.scoreHud) {
sprite.draw(game.batch);
}
}
render方法中的这段代码用于绘制弹出窗口:
This code in render method is for drawing the pop up :
if (stopGameObjects) {
levelUp.draw(game.batch);
game.levelUpFont.drawMultiLine(game.batch,
"Level " + baseLevel + 1 + "\n" + "KEEP GOING",
gamePlayBG.getWidth() / 2,
gamePlayBG.getHeight() / 2);
}
如果将这段代码放在camera.update()上方,则会在屏幕截图中显示输出.弹出窗口位于硬币的后面.为了将其显示在硬币上方,我需要将其放在for循环之后绘制 gameobject ,但是它不起作用.请坚持我的建议,因为我坚持了3天.
If I put this code above camera.update() I get output shown in the screenshot. The pop up is behind the coins. In order to show it above coins I need to put it after the for loop drawing the gameobject , but it is not working. Please give your suggetions as I am stuck with this for 3 days.
推荐答案
这是因为您要在文本上方绘制游戏的其余部分.
It's because you're drawing the rest of the game on top of the text.
要解决此问题,您可以在绘制所有其他精灵后将文本的绘制向下移动到.请记住再次拨打setProjectionMatrix()
.
To fix this you could move the drawing of the text down to after having drawn all other sprites. Remember to call setProjectionMatrix()
again.
if (stopGameObjects) {
game.batch.setProjectionMatrix(camera2.combined);
levelUp.draw(game.batch);
game.levelUpFont.drawMultiLine(game.batch,
"Level " + baseLevel + 1 + "\n" + "KEEP GOING",
gamePlayBG.getWidth() / 2,
gamePlayBG.getHeight() / 2);
}
这篇关于在LibGDX中更新Camera.Update之后无法绘制Sprite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!