Verwenden Sie Sprite
anstelle von Texture
, das die Geometrie-, Farb- und Texturinformationen zum Zeichnen von 2D-Sprites enthält.
MyGdxGame
public class MyGdxGame extends Game {
public Screen menuScreen,creditsScreen,playScreen;
@Override
public void create() {
menuScreen=new MenuScreen(this);
creditsScreen=new CreditsScreen();
playScreen=new PlayScreen();
setScreen(menuScreen);
}
}
MENU-Seite
public class MenuScreen extends InputAdapter implements Screen {
SpriteBatch batch;
Texture background,play,credits;
Sprite backgoundSprite,playSprite,creditsSprite;
private ExtendViewport extendViewport;
OrthographicCamera cam;
private float w=480;
private float h=800;
private Vector3 vector3;
MyGdxGame game;
Music music;
public MenuScreen(MyGdxGame game){
this.game=game;
}
@Override
public void show() {
batch = new SpriteBatch();
cam = new OrthographicCamera();
extendViewport=new ExtendViewport(w,h,cam);
vector3=new Vector3();
background = new Texture("Main_Screen.png");
play=new Texture("play.png");
credits=new Texture("credits.png");
backgoundSprite=new Sprite(background);
backgoundSprite.setSize(w,h); // If resources are not in context of your viewport
backgoundSprite.setPosition(0,0); //Default Position
playSprite=new Sprite(play);
playSprite.setSize(100,100);
playSprite.setPosition(w/2-playSprite.getWidth()/2,h/2+100);
creditsSprite=new Sprite(credits);
creditsSprite.setSize(100,100);
creditsSprite.setPosition(w/2-creditsSprite.getWidth()/2,h/2-100);
Gdx.input.setInputProcessor(this);
music = Gdx.audio.newMusic(Gdx.files.internal("bgmusic.wav"));
music.play();
music.setLooping(true);
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(cam.combined);
batch.begin();
backgoundSprite.draw(batch);
playSprite.draw(batch);
creditsSprite.draw(batch);
batch.end();
}
@Override
public void resize(int width, int height) {
extendViewport.update(width,height);
cam.position.x = w /2;
cam.position.y = h/2;
cam.update();
}
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
vector3.set(screenX,screenY,0);
Vector3 position=cam.unproject(vector3);
if(playSprite.getBoundingRectangle().contains(position.x,position.y)) {
game.setScreen(game.playScreen);
}
if(creditsSprite.getBoundingRectangle().contains(position.x,position.y)){
game.setScreen(game.creditsScreen);
}
return super.touchDown(screenX, screenY, pointer, button);
}
@Override
public void pause() { }
@Override
public void resume() { }
@Override
public void hide() { }
@Override
public void dispose() {
batch.dispose();
background.dispose();
play.dispose();
credits.dispose();
}
}
CreditsScreen
public class CreditsScreen implements Screen {
@Override
public void show() {
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
}
@Override
public void resize(int width, int height) { }
@Override
public void pause() { }
@Override
public void resume() { }
@Override
public void hide() { }
@Override
public void dispose() { }
}
Gabebildschirm
public class PlayScreen implements Screen {
@Override
public void show() {
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
}
@Override
public void resize(int width, int height) { }
@Override
public void pause() { }
@Override
public void resume() { }
@Override
public void hide() { }
@Override
public void dispose() { }
}
Das ist sehr hilfreich, aber der Hintergrund wurde angepasst und passt nicht mehr zum Bildschirm, wie würde ich das korrigieren? –
Die Größe von 'Main_Screen.png' ist nicht in der Dimension' 480 * 800' (Ansichtsfenstergröße), da sie den gesamten Bildschirm abdeckt. Verwenden Sie daher alle Ressourcen im Kontext der Weltgröße des Darstellungsbereichs. – Aryan