我正在尝试了解如何在LibGDX中使用ProgressBar。
我创建了这个栏,但我不知道如何让它奏效。我想复制旋钮,以便在60秒内填充条形图(背景线)。我知道如何管理时间,但ProgressBar类中没有方法用旋钮填充栏。至少,我还没有看到它(或者我不明白怎么样)。这是我的代码:
ProgressBar的代码:
skin = new Skin();
Pixmap pixmap = new Pixmap(10, 10, Format.RGBA8888);
pixmap.setColor(Color.WHITE);
pixmap.fill();
skin.add("white", new Texture(pixmap));
textureBar = new TextureRegionDrawable(new TextureRegion(new Texture(Gdx.files.internal("barGreen_horizontalMid.png"))));
barStyle = new ProgressBarStyle(skin.newDrawable("white", Color.DARK_GRAY), textureBar);
bar = new ProgressBar(0, 10, 0.5f, false, barStyle);
bar.setPosition(10, 10);
bar.setSize(290, bar.getPrefHeight());
bar.setAnimateDuration(2);
stage.addActor(bar);
我知道我可以使用setValue(float)
方法移动旋钮。但我想要的是用旋钮的纹理填充条形。这是一个酒吧的截图和旋钮。
任何人都可以帮我理解这个吗?提前谢谢。
答案 0 :(得分:16)
我遇到了同样的问题,终于找到了。
您必须为 knobBefore 属性设置样式才能达到您想要的效果。 试试这个:
barStyle = new ProgressBarStyle(skin.newDrawable("white", Color.DARK_GRAY), textureBar);
barStyle.knobBefore = barStyle.knob;
bar = new ProgressBar(0, 10, 0.5f, false, barStyle);
希望这有帮助!
答案 1 :(得分:1)
尝试使用setValue(浮点值)函数。在此之前还要设置stepsize和min / max值。
答案 2 :(得分:0)
当您使用屏幕时,您没有内置的ProgressBar,因此您可以使用ShapeRenderer来绘制您的ProgressBar,如下所示:
import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar;
import com.badlogic.gdx.scenes.scene2d.ui.ProgressBar.ProgressBarStyle;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.scenes.scene2d.utils.TextureRegionDrawable;
import com.badlogic.gdx.utils.TimeUtils;
public class LoadingScreen implements Screen {
private MyGame mGame;
private BitmapFont bf_loadProgress;
private long progress = 0;
private long startTime = 0;
private ShapeRenderer mShapeRenderer;
private OrthographicCamera camera;
private final int screenWidth = 800, screenHeight = 480;
public LoadingScreen(Game game) {
mGame = (MyGame) game;
bf_loadProgress = new BitmapFont();
bf_loadProgress.setScale(2, 1);
mShapeRenderer = new ShapeRenderer();
startTime = TimeUtils.nanoTime();
initCamera();
}
private void initCamera() {
camera = new OrthographicCamera();
camera.setToOrtho(false, screenWidth, screenHeight);
camera.update();
}
@Override
public void show() {
// TODO Auto-generated method stub
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0.2f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
showLoadProgress();
}
/**
* Show progress that updates after every half second "0.5 sec"
*/
private void showLoadProgress() {
long currentTimeStamp = TimeUtils.nanoTime();
if (currentTimeStamp - startTime > TimeUtils.millisToNanos(500)) {
startTime = currentTimeStamp;
progress = progress + 10;
}
// Width of progress bar on screen relevant to Screen width
float progressBarWidth = (screenWidth / 100) * progress;
mGame.getBatch().setProjectionMatrix(camera.combined);
mGame.getBatch().begin();
bf_loadProgress.draw(mGame.getBatch(), "Loading " + progress + " / " + 100, 10, 40);
mGame.getBatch().end();
mShapeRenderer.setProjectionMatrix(camera.combined);
mShapeRenderer.begin(ShapeType.Filled);
mShapeRenderer.setColor(Color.YELLOW);
mShapeRenderer.rect(0, 10, progressBarWidth, 10);
mShapeRenderer.end();
if (progress == 100)
moveToMenuScreen();
}
/**
* Move to menu screen after progress reaches 100%
*/
private void moveToMenuScreen() {
mGame.setScreen(new MenuScreen(mGame));
dispose();
}
@Override
public void resize(int width, int height) {
// TODO Auto-generated method stub
}
@Override
public void pause() {
// TODO Auto-generated method stub
}
@Override
public void resume() {
// TODO Auto-generated method stub
}
@Override
public void hide() {
// TODO Auto-generated method stub
}
@Override
public void dispose() {
bf_loadProgress.dispose();
mShapeRenderer.dispose();
}
}
这会在屏幕底部绘制一个进度条,并以文本形式显示进度。
希望这会有所帮助:)