我是Android的新手,我也在学习如何使用libgdx。我发现了一些使用“DisplayScreen extends AbstractScreen”编码技术的教程,他们使用Stage和Actor来显示输出。我对这种编码技术的解释是DisplayScreen将使用AbstractScreen中的任何内容,除非它是@Override(如果我错了请纠正我)。
因此,如果我将代码放在AbstractScreen中,调整大小()以将显示缩放到更大的屏幕,同时保持宽高比; DisplayScreen中的舞台应调整大小以适应更大的屏幕。主要目标是我只想将我的游戏开发集中在800x480环境中并完全忽略所有不同的大小/分辨率。 AbstractScreen中的resize()将完成所有艰苦的工作以扩展并使我的游戏适合任何分辨率。
请允许我使用我的测试示例以获得更好的解释。我在手机上显示800x480黑色背景没问题。但是,显示的是相同的背景但未在Nexus 7上保持其宽高比。
这个turorial解决了我上面提到的问题(我采用屏幕两侧有两个黑条)。但是,我在将此解决方案集成到“DisplayScreen extends AbstractScreen”技术时遇到了一个小问题。
请参阅此屏幕截图here。我的问题是:
如果有人能指出我正确的方向,那将是太棒了。
awesomegame的代码
package com.example.somegame;
import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.assets.AssetManager;
import com.example.somegame.screens.DisplayScreen;
public class awesomegame extends Game {
public static AssetManager AssetManager = new AssetManager();
@Override
public void create() {
}
@Override
public void render() {
super.render();
}
@Override
public void resize(int width, int height) {
super.resize(width, height);
setScreen( new DisplayScreen(this) );
}
@Override
public void setScreen(Screen screen) {
super.setScreen( screen );
}
AbstractScreen代码
package com.example.somegame.screens;
import com.example.somegame.awesomegame;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.utils.Scaling;
public class AbstractScreen implements Screen{
private awesomegame awesomegame;
private Stage stage;
private BitmapFont font;
private SpriteBatch batch;
private OrthographicCamera camera;
public AbstractScreen(awesomegame awesomegame) {
this.awesomegame = awesomegame;
camera = new OrthographicCamera();
camera.setToOrtho(false, 800, 480);
camera.update();
stage = new Stage(800, 480, false);
}
@Override
public void render(float delta) {
stage.act( delta );
Gdx.gl.glClearColor( .5f, .5f, 0f, 1f );
Gdx.gl.glClear( GL20.GL_COLOR_BUFFER_BIT );
stage.draw();
}
@Override
public void resize(int width, int 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.gl.glViewport(viewportX, viewportY, viewportWidth, viewportHeight);
stage.setViewport(800, 480, true);
}
DisplayScreen代码
package com.example.somegame.screens;
import com.example.somegame.awesomegame;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Image;
public class DisplayScreen extends AbstractScreen {
private Image loadingBg;
private Stage stage;
float loadingPercent;
public DisplayScreen(awesomegame awesomegame) {
super (awesomegame);
}
@Override
public void show()
{
super.show();
awesomegame.AssetManager.load("img/loading.atlas", TextureAtlas.class);
awesomegame.AssetManager.finishLoading();
stage = new Stage();
TextureAtlas atlas = awesomegame.AssetManager.get("img/loading.atlas", TextureAtlas.class);
loadingBg = new Image(atlas.findRegion("loadingBg"));
loadingBg.setSize(800, 480);
loadingBg.setX(0);
loadingBg.setY(0);
stage.addActor(loadingBg);
// add all asset need to be loaded here. for example
// awesomegame.AssetManager.load("img/whatever.pack", TextureAtlas.class);
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor( 1f, 0f, 0f, 1f );
stage.draw();
}
答案 0 :(得分:1)
Nexus 7的屏幕分辨率为1280 x 800,但部分高度用于屏幕菜单面板(使用背面/主页/菜单按钮)。
您的代码中的主要元凶就在这里,您尝试强制执行不适合此调整维度的特定宽高比,从而导致这些条形图一边:
public void resize(int width, int height) {
Vector2 size = Scaling.fit.apply(800, 480, width, height);
...
}
看起来你从另一个stackoverflow帖子中删除了resize
函数。我也做了同样的事情,但当我遇到同样的问题时,我改用了更简单的东西:
public void resize(int width, int height) {
stage.setViewport(true, width,height);
stage.getCamera().setToOrtho(false,width,height);
...
}
答案 1 :(得分:0)
此代码适用于我的最新更新:
OrthographicCamera是凸轮,这不会裁剪,只需更改视口,使宽度仍然比实际窗口/设备“大很多倍”
public void resize(int width, int height) {
int newW = width, newH = height;
if (cam.viewportWidth > width) {
float scale = (float) cam.viewportWidth / (float) width;
newW *= scale;
newH *= scale;
}
// true here to flip the Y-axis
cam.setToOrtho(true, newW, newH);
}