我的背景图片没有显示出来,它在角落里显示为白色方块。
https://dl.dropboxusercontent.com/u/45938379/menu.png
我需要知道如何解决这个问题,我的演员们正如你所看到的那样在幕后展示。
这是我的代码
public class MainMenu implements Screen {
CrazyZombies game;
Stage stage;
TextureAtlas atlas;
Skin skin;
SpriteBatch batch;
Button play, option, quit, custom, store;
TextureRegion backGround;
public MainMenu(CrazyZombies game) {
this.game = game;
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0.09f, 0.28f, 0.2f, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
stage.act(delta);
batch.begin();
stage.draw();
drawBackGround();
batch.end();
}
@Override
public void resize(int width, int height) {
if (stage == null)
stage = new Stage(width, height, true);
stage.clear();
Gdx.input.setInputProcessor(stage);
/**
* quit Button
*/
TextButtonStyle styleQuit = new TextButtonStyle();
styleQuit.up = skin.getDrawable("8layer");
styleQuit.down = skin.getDrawable("8layer");
quit = new Button(styleQuit);
quit.setWidth(854);
quit.setHeight(480);
quit.setX(Gdx.graphics.getWidth() / 2 - quit.getWidth() / 2);
quit.setY(Gdx.graphics.getHeight() / 2 - quit.getHeight() / 2);
quit.addListener(new InputListener() {
public boolean touchDown(InputEvent event, float x, float y,
int pointer, int button) {
return true;
}
public void touchUp(InputEvent event, float x, float y,
int pointer, int button) {
}
});
/**
* End quit Button
*/
/**
* store Button
*/
TextButtonStyle styleStore = new TextButtonStyle();
styleStore.up = skin.getDrawable("9layer");
styleStore.down = skin.getDrawable("9layer");
store = new Button(styleStore);
store.setWidth(854);
store.setHeight(480);
store.setX(Gdx.graphics.getWidth() / 2 - store.getWidth() / 2);
store.setY(Gdx.graphics.getHeight() / 2 - store.getHeight() / 2);
store.addListener(new InputListener() {
public boolean touchDown(InputEvent event, float x, float y,
int pointer, int button) {
return true;
}
public void touchUp(InputEvent event, float x, float y,
int pointer, int button) {
game.setScreen(new StoreScreen(game));
}
});
/**
* End store Button
*/
/**
* customs Button
*/
TextButtonStyle styleCustom = new TextButtonStyle();
styleCustom.up = skin.getDrawable("10layer");
styleCustom.down = skin.getDrawable("10layer");
custom = new Button(styleCustom);
custom.setWidth(854);
custom.setHeight(480);
custom.setX(Gdx.graphics.getWidth() / 2 - custom.getWidth() / 2);
custom.setY(Gdx.graphics.getHeight() / 2 - custom.getHeight() / 2);
custom.addListener(new InputListener() {
public boolean touchDown(InputEvent event, float x, float y,
int pointer, int button) {
return true;
}
public void touchUp(InputEvent event, float x, float y,
int pointer, int button) {
game.setScreen(new CustomScreen(game));
}
});
/**
* End customs Button
*/
/**
* Options Button
*/
TextButtonStyle styleOptions = new TextButtonStyle();
styleOptions.up = skin.getDrawable("11layer");
styleOptions.down = skin.getDrawable("11layer");
option = new Button(styleOptions);
option.setWidth(854);
option.setHeight(480);
custom.setX(Gdx.graphics.getWidth() / 2 - custom.getWidth() / 2);
custom.setY(Gdx.graphics.getHeight() / 2 - custom.getHeight() / 2);
option.addListener(new InputListener() {
public boolean touchDown(InputEvent event, float x, float y,
int pointer, int button) {
return true;
}
public void touchUp(InputEvent event, float x, float y,
int pointer, int button) {
game.setScreen(new OptionScreen(game));
}
});
/**
* End Options Button
*/
/**
* Play Button
*/
TextButtonStyle stylePlay = new TextButtonStyle();
stylePlay.up = skin.getDrawable("7layer");
stylePlay.down = skin.getDrawable("7layer");
play = new Button(stylePlay);
play.setWidth(854);
play.setHeight(480);
play.setX(Gdx.graphics.getWidth() / 2 - play.getWidth() / 2);
play.setY(Gdx.graphics.getHeight() / 2 - play.getHeight() / 2);
play.addListener(new InputListener() {
public boolean touchDown(InputEvent event, float x, float y,
int pointer, int button) {
return true;
}
public void touchUp(InputEvent event, float x, float y,
int pointer, int button) {
game.setScreen(new GameScreen(game));
}
});
/**
* End Play Button
*/
stage.addActor(play);
stage.addActor(option);
stage.addActor(store);
stage.addActor(custom);
stage.addActor(quit);
}
@Override
public void show() {
Audio.playMusic(true);
batch = new SpriteBatch();
atlas = new TextureAtlas("data/mainmenu/mainmenu.pack");
skin = new Skin();
skin.addRegions(atlas);
backGround = atlas.findRegion("background");
backGround.getRegionHeight();
backGround.getRegionWidth();
}
public void drawBackGround() {
float w = 854;
float h = 480;
float y = 0;
float x = 0;
batch.draw(backGround, x, y, w, h);
}
@Override
public void hide() {
dispose();
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void dispose() {
batch.dispose();
skin.dispose();
atlas.dispose();
stage.dispose();
}
}
我还注意到,如果我摆脱
stage.draw();
图像显示。
答案 0 :(得分:3)
从stage.draw()
和batch.begin()
中取出batch.end()
。舞台确实拥有它自己的Spritebatch
,所以你现在确实拥有了一些。我认为这确实会引起麻烦。所以最好的方法是:
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0.09f, 0.28f, 0.2f, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
stage.act(delta);
stage.draw();
batch.begin();
drawBackGround();
batch.end();
}
我建议你把你的背景放在舞台上。 Image
也是一名演员,因此您可以将其添加到您的舞台,而不是致电.toBack()
(Back)将其置于后台。
Libgdx Image