我的要求:
>背景填充整个物理屏幕(如果需要,可以拉伸)
>保留前景资产的纵横比(使用虚拟宽度和高度)
为此,我在屏幕中使用两个阶段,如下面的代码所示.
public void render(float delta) { backgroundStage.act(delta); backgroundStage.draw(); foregroundStage.act(delta); foregroundStage.draw(); } public void resize(int width,int height) { background.setWidth(width); background.setHeight(height); backgroundStage.setViewport(width,height,true); foregroundStage.setViewport(MainGame.WIDTH,MainGame.HEIGHT,true); foregroundStage.getCamera().position.set(-foregroundStage.getGutterWidth(),-foregroundStage.getGutterHeight(),0); }
在我读过的所有教程中,我只看到每个屏幕都使用了一个阶段.那么,我如何在单一阶段满足这两个要求?分阶段是否过于昂贵? (我读过SpriteBatch对象很重!)
为了摆脱背景阶段,我更新了我的渲染和调整大小功能,如下所示.基本上,我将背景的右下角移动到(-gutterWidth,-gutterHeight),并将沟槽宽度和高度的值加到纹理区域的区域宽度和高度两倍.舞台现在不见了:-)
public void render(float delta) { Gdx.gl.glClearColor(0,1,0.5f); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); foregroundStage.getSpriteBatch().begin(); foregroundStage.getSpriteBatch().draw(backgroundImage,-gw,-gh,backgroundImage.getRegionWidth()+2*gw,backgroundImage.getRegionHeight()+2*gh); foregroundStage.getSpriteBatch().end(); foregroundStage.act(delta); foregroundStage.draw(); public void resize(int width,int height) { screenW = width; screenH = height; foregroundStage.setViewport(MainGame.WIDTH,true); gw = foregroundStage.getGutterWidth(); gh = foregroundStage.getGutterHeight(); foregroundStage.getCamera().translate(-gw,0); }
您可以使用两个阶段,但对于您的情况,通过在单个阶段内创建两个组来解决此问题会更好:
Stage stage = new Stage(); Group background = new Group(); background.setBounds(0,Gdx.graphics.getWidth(),Gdx.graphics.getHeight()); Group foreground = new Group(); foreground.setBounds(0,Gdx.graphics.getHeight()); // Notice the order stage.addActor(background); stage.addActor(foreground); foreground.addActor(new Actor()); // Or anything else you want to add like you normally would to the stage. background.addActor(new Image()); // your background image here. Gdx.input.setInputProcessor(stage);