我想每隔x秒更改菜单的背景图像。我正在使用libGDX scene2D.ui来制作菜单。 TestScreen类扩展了AbstractScreen,它是一个实现libGDX的Screen类的抽象类。 问题:通过堆栈上的Table对象将Image加载到舞台后,将图像引用更改为不同的图像。 Stage.draw()不关心它是否制作了原始图像的副本。我想将背景保持为Image类并通过stage.draw()进行渲染。
更复杂的是,如果我在render()方法中将图像更改为另一个图像,那么image.setVisible(false)也会停止工作。
public class TestScreen extends AbstractScreen {
private Stage stage;
private Image background;
private boolean ChangeBackground = true;
private final float refreshTime = 2.0f; // refresh to new image every 2 seconds.
private float counter = refreshTime;
public TestScreen(Game game) {
super(game);
}
@Override
public void render(float deltaTime) {
Gdx.gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
if(ChangeBackground){
counter -= deltaTime;
if(counter < 0){
counter = refreshTime;
// Assets class has the 12 images loaded as "Image" objects already.
// I simple want to change the reference to other (already loaded in memory images) ...
// and make stage render the new image.
background = Assets.instance.wallpapers[(int) (Math.random()*12)]; // The image should change.
//background.setVisible(false);
}
}
stage.act(deltaTime);
stage.draw();
}
@Override
public void resize(int width, int height) {
stage.setViewport(Constants.VIEWPORT_GUI_WIDTH, Constants.VIEWPORT_GUI_HEIGHT, false);
}
@Override
public void show() {
stage = new Stage();
Gdx.input.setInputProcessor(stage);
makeStage();
}
@Override
public void hide() {
stage.dispose();
}
@Override
public void pause() {
}
// Builds the Background later and adds it to a stage through a stack.
// This is how it's done in my game. I made this test bench to demonstrate.
private void makeStage() {
Table BackGroundLayer = new Table();
background = Assets.instance.wallpapers[(int) (Math.random()*12)];
BackGroundLayer.add(background);
Stack layers = new Stack();
layers.setSize(800, 480);
layers.add(BackGroundLayer);
stage.clear();
stage.addActor(layers);
}
}
答案 0 :(得分:7)
Image
是Actor
的子类。主要区别在于Image
内部有Drawable
。如果您拨打Drawable
来调用stage.draw()
draw()
,则会Image
。您可以使用Image
更改Drawable
,而不是更改setDrawable(Drawable param);
。
什么是Drawable
?它是实现Drawable
接口的任何类,例如TextureRegionDrawable
。如果您使用的是TextureRegion
,则可以使用此构造函数:TextureRegionDrawable(TextureRegion region);
。也许最好将背景图像存储在Drawable
数组中,这样每次设置新的Drawable
时都不必调用construcor。示例代码:
TextureRegionDrawable[] images = new TextureRegionDrawable[12];
for (int i = 0; i<12; i++) {
images[i] = new TextureRegionDrawable(Assets.instance.textureRegions[i]);
}
然后在你的渲染中:
if(changeBackground) {
counter -= delta;
if (counter < 0) {
counter = refreshtime
background.setDrawable(images[(int)(Math.random()*12)]);
}
}
这应该有效