libGDX - 添加分数&显示在屏幕的左上角?

时间:2013-06-15 19:36:01

标签: java android libgdx

以下是libGDX中简单游戏的示例代码。 当雨滴落入水桶时,分数应增加1。 总分应显示在左上角。

如果错过3滴而不是显示GAME OVER。 我知道要增加分数,但我不知道要显示它。 谢谢。

public class Drop implements ApplicationListener {
Texture dropImage;
Texture bucketImage;
Sound dropSound;
Music rainMusic;
SpriteBatch batch;
OrthographicCamera camera;
Rectangle bucket;
Array<Rectangle> raindrops;
long lastDropTime;

@Override
public void create() {
  // load the images for the droplet and the bucket, 64x64 pixels each
  dropImage = new Texture(Gdx.files.internal("droplet.png"));
  bucketImage = new Texture(Gdx.files.internal("bucket.png"));

  // load the drop sound effect and the rain background "music"
  dropSound = Gdx.audio.newSound(Gdx.files.internal("drop.wav"));
  rainMusic = Gdx.audio.newMusic(Gdx.files.internal("rain.mp3"));

  // start the playback of the background music immediately
  rainMusic.setLooping(true);
  rainMusic.play();

  // create the camera and the SpriteBatch
  camera = new OrthographicCamera();
  camera.setToOrtho(false, 800, 480);
  batch = new SpriteBatch();

  // create a Rectangle to logically represent the bucket
  bucket = new Rectangle();
  bucket.x = 800 / 2 - 64 / 2; // center the bucket horizontally
  bucket.y = 20; // bottom left corner of the bucket is 20 pixels above the bottom         screen edge
  bucket.width = 64;
  bucket.height = 64;

  // create the raindrops array and spawn the first raindrop
  raindrops = new Array<Rectangle>();
  spawnRaindrop();
}

private void spawnRaindrop() {
  Rectangle raindrop = new Rectangle();
  raindrop.x = MathUtils.random(0, 800-64);
  raindrop.y = 480;
  raindrop.width = 64;
  raindrop.height = 64;
  raindrops.add(raindrop);
  lastDropTime = TimeUtils.nanoTime();
}

@Override
public void render() {
  // clear the screen with a dark blue color. The
  // arguments to glClearColor are the red, green
  // blue and alpha component in the range [0,1]
  // of the color to be used to clear the screen.
  Gdx.gl.glClearColor(0, 0, 0.2f, 1);
  Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

  // tell the camera to update its matrices.
  camera.update();

  // tell the SpriteBatch to render in the
  // coordinate system specified by the camera.
  batch.setProjectionMatrix(camera.combined);

  // begin a new batch and draw the bucket and
  // all drops
  batch.begin();
  batch.draw(bucketImage, bucket.x, bucket.y);
  for(Rectangle raindrop: raindrops) {
     batch.draw(dropImage, raindrop.x, raindrop.y);
  }
  batch.end();

  // process user input
  if(Gdx.input.isTouched()) {
     Vector3 touchPos = new Vector3();
     touchPos.set(Gdx.input.getX(), Gdx.input.getY(), 0);
     camera.unproject(touchPos);
     bucket.x = touchPos.x - 64 / 2;
  }
  if(Gdx.input.isKeyPressed(Keys.LEFT)) bucket.x -= 200 * Gdx.graphics.getDeltaTime();
  if(Gdx.input.isKeyPressed(Keys.RIGHT)) bucket.x += 200 * Gdx.graphics.getDeltaTime();

  // make sure the bucket stays within the screen bounds
  if(bucket.x < 0) bucket.x = 0;
  if(bucket.x > 800 - 64) bucket.x = 800 - 64;

  // check if we need to create a new raindrop
  if(TimeUtils.nanoTime() - lastDropTime > 1000000000) spawnRaindrop();

  // move the raindrops, remove any that are beneath the bottom edge of
  // the screen or that hit the bucket. In the later case we play back
  // a sound effect as well.
  Iterator<Rectangle> iter = raindrops.iterator();
  while(iter.hasNext()) {
     Rectangle raindrop = iter.next();
     raindrop.y -= 200 * Gdx.graphics.getDeltaTime();
     if(raindrop.y + 64 < 0) iter.remove();
     if(raindrop.overlaps(bucket)) {
        dropSound.play();
        iter.remove();
     }
  }
}

@Override
public void dispose() {
  // dispose of all the native resources
  dropImage.dispose();
  bucketImage.dispose();
  dropSound.dispose();
  rainMusic.dispose();
  batch.dispose();
}

@Override
public void resize(int width, int height) {
}

@Override
public void pause() {
}

@Override
public void resume() {
}
}

2 个答案:

答案 0 :(得分:14)

Here是libGDX用户wiki的链接,当我遇到Pong翻拍的相同问题时,我发现它很有帮助。

要显示分数,您需要的工具是:保持分数的int变量,帮助显示分数的String或CharacterSequence变量(我将使用String),以及用于显示分数的BitmapFont字体类型。

第一步:声明所有这些工具。

private int score;
private String yourScoreName;
BitmapFont yourBitmapFontName;

第二步:在create方法

中初始化它们
public void create()     
    score = 0;
    yourScoreName = "score: 0";
    yourBitmapFontName = new BitmapFont();

第三步:增加得分变量并在碰撞逻辑方法中更改yourScoreName字符串变量(当雨滴与存储桶重叠时)。

if(raindrop.overlaps(bucket)) {
     score++;
     yourScoreName = "score: " + score;
     dropSound.play();
     iter.remove();

第四步:在render()方法中,设置字体的颜色,并在spriteBatch.begin和spriteBatch.end之间调用BitmapFont上的draw方法。

batch.begin(); 
yourBitmapFontName.setColor(1.0f, 1.0f, 1.0f, 1.0f);
yourBitmapFontName.draw(batch, yourScoreName, 25, 100); 
batch.end();

使用:font.setColor()方法中的参数,以便您可以看到它们与背景颜色形成对比,font.draw()方法中的数字参数可以获得与顶部显示的分数相关的纹理左角(font.draw()方法中的最后两个数字参数表示得分纹理的x和y坐标。)

第五步:运行它,然后微笑。

同样的逻辑将适用于显示“GAME OVER”。出于启发式的目的,我将把逻辑的创建留给你。

阅读link中的文档,以深入了解魔法。

答案 1 :(得分:9)

要显示分数,您可以创建一个舞台。

Stage stage = new Stage();
stage = new Stage();
stage.setCamera(cam);
stage.setViewport(WIDTH, HEIGHT, false);

然后你必须创建一个标签和一个文本字体。因此,您可以在the libgdx wiki上查看详细信息。

Label text;
LabelStyle textStyle;
BitmapFont font = new BitmapFont();
//font.setUseIntegerPositions(false);(Optional)

textStyle = new LabelStyle();
textStyle.font = font;

text = new Label("Gamever",textStyle);
text.setBounds(0,.2f,Room.WIDTH,2);
text.setFontScale(1f,1f);

然后在游戏丢失时将其添加到舞台上:

stage.addActor(text);