LibGDX加载屏幕不起作用

时间:2016-01-04 19:14:55

标签: java libgdx

我在java的LibGDX游戏中有一段加载屏幕的代码:

public class LoadingScreen extends AbstractScreen {

    private Stage stage;

    private Image logo;
    private Image loadingFrame;
    private Image loadingBarHidden;
    private Image screenBg;
    private Image loadingBg;

    private float startX, endX;
    private float percent;

    private Actor loadingBar;

    public LoadingScreen(BloodyMess game) {
        super(game);
    }

    @Override
    public void show() {
        System.out.println("3");

        Constants c = new Constants();
        // Tell the manager to load assets for the loading screen
        game.manager.load("data/loading.pack", TextureAtlas.class);
        // Wait until they are finished loading
        game.manager.finishLoading();

        // Initialize the stage where we will place everything
        stage = new Stage();

        // Get our textureatlas from the manager
        TextureAtlas atlas = game.manager.get("data/loading.pack", TextureAtlas.class);

        // Grab the regions from the atlas and create some images
        logo = new Image(atlas.findRegion("libgdx-logo"));
        loadingFrame = new Image(atlas.findRegion("loading-frame"));
        loadingBarHidden = new Image(atlas.findRegion("loading-bar-hidden"));
        screenBg = new Image(atlas.findRegion("screen-bg"));
        loadingBg = new Image(atlas.findRegion("loading-frame-bg"));

        // Add the loading bar animation
        Animation anim = new Animation(0.05f, atlas.findRegions("loading-bar-anim"));
        anim.setPlayMode(PlayMode.LOOP_REVERSED);
        loadingBar = new LoadingBar(anim);

        // Or if you only need a static bar, you can do
        // loadingBar = new Image(atlas.findRegion("loading-bar1"));

        // Add all the actors to the stage
        stage.addActor(screenBg);
        stage.addActor(loadingBar);
        stage.addActor(loadingBg);
        stage.addActor(loadingBarHidden);
        stage.addActor(loadingFrame);
        stage.addActor(logo);

        // Add everything to be loaded
        System.out.println("6");
        c.guy_1_face = new Texture(Gdx.files.internal("guy_1_face.png"));
    }

    @Override
    public void resize(int width, int height) {
        // Set our screen to always be XXX x 480 in size
        width = 480 * width / height;
        height = 480;
        stage.getViewport().update(width, height, false);

        // Make the background fill the screen
        screenBg.setSize(width, height);

        // Place the logo in the middle of the screen and 100 px up
        logo.setX((width - logo.getWidth()) / 2);
        logo.setY((height - logo.getHeight()) / 2 + 100);

        // Place the loading frame in the middle of the screen
        loadingFrame.setX((stage.getWidth() - loadingFrame.getWidth()) / 2);
        loadingFrame.setY((stage.getHeight() - loadingFrame.getHeight()) / 2);

        // Place the loading bar at the same spot as the frame, adjusted a few
        // px
        loadingBar.setX(loadingFrame.getX() + 15);
        loadingBar.setY(loadingFrame.getY() + 5);

        // Place the image that will hide the bar on top of the bar, adjusted a
        // few px
        loadingBarHidden.setX(loadingBar.getX() + 35);
        loadingBarHidden.setY(loadingBar.getY() - 3);
        // The start position and how far to move the hidden loading bar
        startX = loadingBarHidden.getX();
        endX = 440;

        // The rest of the hidden bar
        loadingBg.setSize(450, 50);
        loadingBg.setX(loadingBarHidden.getX() + 30);
        loadingBg.setY(loadingBarHidden.getY() + 3);
    }

    @Override
    public void render(float delta) {
        // Clear the screen
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
        System.out.println("5");
        if (game.manager.update()) { // Load some, will return true if done
                                        // loading
            System.out.println("4");
            game.setScreen(new MainMenu(game));

        }

        // Interpolate the percentage to make it more smooth
        percent = Interpolation.linear.apply(percent, game.manager.getProgress(), 0.1f);

        // Update positions (and size) to match the percentage
        loadingBarHidden.setX(startX + endX * percent);
        loadingBg.setX(loadingBarHidden.getX() + 30);
        loadingBg.setWidth(450 - 450 * percent);
        loadingBg.invalidate();

        System.out.println("2");

        // Show the loading screen
        stage.act();
        stage.draw();
    }

    @Override
    public void hide() {
        // Dispose the loading assets as we no longer need them
        game.manager.unload("data/loading.pack");
    }
}

问题是它没有运行MainMenu屏幕,你可以看到我在控制台中有一些带有数字的调试代码,它只输出3然后输出6,但没有别的。任何人都可以告诉我为什么它没有加载我的主菜单屏幕或运行代码中的任何其他内容?仅供参考我没有写过很多内容,我从这里得到了它:https://github.com/Matsemann/libgdx-loading-screen/tree/libgdx-1.4.1-Deathsbreed

编辑:我将所有值都放在一个名为Constants的文件中,所有内容都从那里加载。如果您需要更多信息,我将编辑OP。

非常赞赏,

1 个答案:

答案 0 :(得分:0)

如评论中所示,您有BloodyMess

@Override 
public void render() { }

内部渲染方法put

super.render();

这将开始工作,因为你需要调用超类的渲染方法来处理抽象屏幕的渲染方法。

我希望有帮助:)