LibGDX - 如何让我的菜单屏幕切换到游戏屏幕?

时间:2014-08-28 03:02:51

标签: java android libgdx

当我运行应用程序时,我的菜单屏幕显示,但当我点击屏幕开始玩游戏时,游戏开始播放,但菜单屏幕仍然是他们覆盖游戏。我知道这是因为游戏有音乐播放。我将来也会添加一个闪屏,但我现在并不关心。我是新手,所以请尽可能地解释事情。以下是用于实现此目标的3个类别。

public class SlingshotSteve extends Game {

public SpriteBatch batch;
public BitmapFont font;

public void create() {
batch = new SpriteBatch();
//Use LibGDX's default Arial font.
font = new BitmapFont();
this.setScreen(new Menu(this));
}

public void render() {
super.render(); //important!
}

public void dispose() {
batch.dispose();
font.dispose();
}

}

这是主菜单屏幕

public class Menu implements Screen {

final SlingshotSteve game;

OrthographicCamera camera;

public Menu(final SlingshotSteve gam) {
game = gam;

camera = new OrthographicCamera();
camera.setToOrtho(false, 800, 480);
}

@Override
public void render(float delta) {

Gdx.gl.glClearColor(0, 0, 0.2f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

camera.update();
game.batch.setProjectionMatrix(camera.combined);

game.batch.begin();
game.font.draw(game.batch, "Welcome to Slingshot Steve!!! ", 100, 150);
game.font.draw(game.batch, "Tap anywhere to begin!", 100, 100);
game.batch.end();

if (Gdx.input.isTouched()) {
    game.setScreen((Screen) new GameScreen(game));
    dispose();
}
}

这是游戏画面

public class GameScreen implements Screen {
final SlingshotSteve game;   

OrthographicCamera camera;
// Creates our 2D images
SpriteBatch batch;
TextureRegion backgroundTexture;
Texture texture;

GameScreen(final SlingshotSteve gam) {
    this.game = gam; 

camera = new OrthographicCamera(1280, 720);

batch = new SpriteBatch();

Texture texture = new Texture(Gdx.files.internal("background.jpg"));
backgroundTexture = new TextureRegion(texture, 0, 0, 500, 500);

Music mp3Sound = Gdx.audio.newMusic(Gdx.files.internal("rain.mp3"));
mp3Sound.setLooping(true);
mp3Sound.play();



}


public void render() {  

  Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

  camera.update();
  batch.setProjectionMatrix(camera.combined);

  batch.begin();
  batch.draw(backgroundTexture, 0, 0); 
  batch.end();

}

@Override
public void resize(int width, int height) {

}

@Override
public void pause() {

}

@Override
public void resume() {

}

@Override
public void dispose() {
   batch.dispose();
   texture.dispose();

}

2 个答案:

答案 0 :(得分:1)

除了Phonbopit的回答。您可能应该在GameScreen上@Override渲染功能。

答案 1 :(得分:0)

不确定,但我认为render()上的GameScreen方法未被调用。您必须实现对参数使用增量时间的方法render(float delta)

替换

public void render() {
    // your code
}

public void render(float delta) {
    // your code
}
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