这可能是一个在某处解决的简单问题,但我找不到它。我希望有人能带领我走上正确的道路。我的应用程序的设计分辨率为800x480。为了在具有更高分辨率的设备上保持正确的宽高比,我跟着this post并设法在更大的屏幕(nexus 7)两侧获得“黑条”(我用蓝色进行测试)。但是,似乎舞台没有缩放以覆盖屏幕。请看下面的屏幕截图,蓝色是Gdx.gl.glClearColor(0.5f,1,1,1);黑色矩形(800x480)是实际的精灵。
我不确定我哪里出错了。任何帮助深表感谢。代码如下:
private SpriteBatch batch;
private Texture splashTexture;
private Sprite splashSp;
TextureRegion splashTr;
Stage stage;
@Override
public void create() {
stage = new Stage();
batch = new SpriteBatch();
splashTexture = new Texture(Gdx.files.internal("img/splashTexture.png"));
splashTexture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
TextureRegion splashTr = new TextureRegion(splashTexture, 0, 0, 800, 480);
splashSp = new Sprite(splashTr);
Gdx.app.log("myapp", "Creating game");
}
@Override
public void render() {
Gdx.gl.glClearColor(0.5f, 1, 1, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
stage.draw();
batch.begin();
batch.draw(splashSp, 0, 0);
batch.end();
}
@Override
public void resize(int width, int height) {
Gdx.app.log("myapp", "width:" + width + " height:" + height);
Vector2 size = Scaling.fit.apply(800, 480, width, height);
int viewportX = (int)(width - size.x) / 2;
int viewportY = (int)(height - size.y) / 2;
int viewportWidth = (int)size.x;
int viewportHeight = (int)size.y;
Gdx.app.log("myapp", "viewportWidth:" + viewportWidth + " viewportHeight:" + viewportHeight);
Gdx.app.log("myapp", "viewportX:" + viewportX + " viewportY:" + viewportY);
Gdx.gl.glViewport(viewportX, viewportY, viewportWidth, viewportHeight);
stage.setViewport(800, 480, true);
Gdx.app.log("myapp", "Resizing game");
}
答案 0 :(得分:1)
您需要设置相机和舞台。
首先声明像这样的相机变量
OrthographicCamera camera;
然后在create方法中执行此操作
camera = new OrthographicCamera();
camera.setToOrtho(false, 800, 480);
camera.update();
mystage = new Stage(800, 480, false);
并在渲染方法中更新相机
camera.update();
对我来说很好..