有没有办法将文本放在Tilemaps中的纹理上?
我正在使用基于跳棋的游戏,我需要在单个磁贴中显示有多少个跳棋。我使用TiledMap加载电路板。我的代码如下:
GameScreen.java
public class GameScreen implements Screen {
private TiledMap board;
public GameScreen(final MyGame gam) {
board = new TmxMapLoader().load("maps/tablero-64.tmx");
renderer = new OrthogonalTiledMapRenderer(board, 1/64f);
boardCamera = new OrthographicCamera();
boardCamera.setToOrtho(false, WIDTH, HEIGHT);
boardCamera.position.set(CENTERX, CENTERY, 0);
// Added this to avoid continuous rendering
Gdx.graphics.setContinuousRendering(false);
Gdx.graphics.requestRendering();
}
@Override
public void render(float delta) {
boardCamera.update();
renderer.setView(boardCamera);
renderer.render();
renderer.getSpriteBatch().begin();
for (Stack checker : whiteCheckers) checker.draw(renderer.getSpriteBatch(), 1);
for (Stack checker : blackCheckers) checker.draw(renderer.getSpriteBatch(), 1);
renderer.getSpriteBatch().end();
}
}
Stack.java
public class Stack extends Actor {
static BitmapFont font = new BitmapFont(Gdx.files.internal("fonts/estragelo.fnt"), Gdx.files.internal("fonts/estragelo.png"), true); // Line 31
@Override
public void draw(SpriteBatch batch, float parentAlpha) {
batch.draw(this.texture,
this.boardPosition.x,
this.boardPosition.y,
this.size,
this.size);
// This DOESN'T work
font.draw(batch, "10", this.boardPosition.x, this.boardPosition.y); // Line 296
}
}
提前致谢。
编辑:我添加错误日志:
12-24 17:49:18.178: E/AndroidRuntime(3365): FATAL EXCEPTION: GLThread
12-24 17:49:18.178: E/AndroidRuntime(3365): java.lang.ExceptionInInitializerError
12-24 17:49:18.178: E/AndroidRuntime(3365): at my.package.GameScreen.<init>(GameScreen.java:81)
12-24 17:49:18.178: E/AndroidRuntime(3365): at my.package.MainMenuScreen.render(MainMenuScreen.java:36)
12-24 17:49:18.178: E/AndroidRuntime(3365): at com.badlogic.gdx.Game.render(Game.java:46)
12-24 17:49:18.178: E/AndroidRuntime(3365): at my.package.MyGame.render(MyGame.java:23)
12-24 17:49:18.178: E/AndroidRuntime(3365): at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:487)
12-24 17:49:18.178: E/AndroidRuntime(3365): at com.badlogic.gdx.backends.android.surfaceview.GLSurfaceViewCupcake$GLThread.guardedRun(GLSurfaceViewCupcake.java:713)
12-24 17:49:18.178: E/AndroidRuntime(3365): at com.badlogic.gdx.backends.android.surfaceview.GLSurfaceViewCupcake$GLThread.run(GLSurfaceViewCupcake.java:646)
12-24 17:49:18.178: E/AndroidRuntime(3365): Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Error loading font file: fonts/estragelo.fnt
12-24 17:49:18.178: E/AndroidRuntime(3365): at com.badlogic.gdx.graphics.g2d.BitmapFont$BitmapFontData.<init>(BitmapFont.java:971)
12-24 17:49:18.178: E/AndroidRuntime(3365): at com.badlogic.gdx.graphics.g2d.BitmapFont.<init>(BitmapFont.java:135)
12-24 17:49:18.178: E/AndroidRuntime(3365): at com.badlogic.gdx.graphics.g2d.BitmapFont.<init>(BitmapFont.java:127)
12-24 17:49:18.178: E/AndroidRuntime(3365): at my.package.Stack.<clinit>(Stack.java:31)
12-24 17:49:18.178: E/AndroidRuntime(3365): ... 7 more
12-24 17:49:18.178: E/AndroidRuntime(3365): Caused by: java.lang.ArrayIndexOutOfBoundsException
12-24 17:49:18.178: E/AndroidRuntime(3365): at com.badlogic.gdx.graphics.g2d.BitmapFont$BitmapFontData.<init>(BitmapFont.java:836)
12-24 17:49:18.178: E/AndroidRuntime(3365): ... 10 more
编辑2:问题是字体。 Estragelo字体生成两个PNG文件,但您只能在BitmapFont构造函数中指定一个。所以我改为Arial字体,它的工作原理。但是现在我遇到了与开始时相同的问题。这给了我相同的结果:
public void draw(SpriteBatch batch, float parentAlpha) {
BitmapFont font = new BitmapFont();
font.draw(batch, "10", this.boardPosition.x, this.boardPosition.y);
}
在某种程度上,它正在绘制数字,但位置不好,尺寸不好。这是结果(boardPosition是(4,0)和(3,7),其中放置了检查器):
答案 0 :(得分:1)
新答案:
由于您的新BitmapFont
字体是静态的,因此在初始化Gdx之前会加载它。这就是为什么它不会工作。为避免这种情况,您可以将静态字段font
留空,并将其分配到GameScreen
构造函数中:
public class Stack extends Actor {
static BitmapFont font;
@Override
public void draw(SpriteBatch batch, float parentAlpha) {
//your draw stuff
}
}
然后在构造函数中分配字体:
public class GameScreen implements Screen {
public GameScreen(final MyGame gam) {
//your initializers and settings
Stack.font=new BitmapFont(Gdx.files.internal("fonts/estragelo.fnt"), Gdx.files.internal("fonts/estragelo.png"), true);
}
旧答案:
您必须使用Hiero或[BMFont]等工具创建BitmapFont
(http://www.angelcode.com
/ products / bmfont /)创建一个字体并使用如下结果文件:
font=new BitmapFont(Gdx.files.local("fonts/font.fnt"),
Gdx.files.local("fonts/font.png"), true);
在我的情况下,字体文件位于我工作区的子文件夹“fonts”中。
在BMFont中,您可以选择字体的大小,样式等。
修改:你应该考虑noncontinuous rendering这个游戏,因为桌面游戏不需要每帧重绘图形。