舞台和演员的输入处理

时间:2016-01-19 06:06:49

标签: java libgdx scene2d

我在屏幕的构造函数中设置stage作为输入处理器,

public GameScreen() {
    stage = new GameStage();
    Gdx.input.setInputProcessor(stage);
}


@Override
public void render(float delta) {
    Gdx.gl.glClearColor(0, 0, 0.2f, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
    stage.act();
    stage.draw();
}

在舞台上,我正在调用这样的事件处理程序,

   private OrthographicCamera camera;
    private Box2DDebugRenderer renderer;
    private Vector3 touchPoint;

    private static final int VIEWPORT_WIDTH = 1280;
    private static final int VIEWPORT_HEIGHT = 720;

    public GameStage() {
        touchPoint = new Vector3();
        setupCamera();
        this.setViewport(new ScreenViewport(camera));
        renderer = new Box2DDebugRenderer();
        setUpWorld();
    }


    private void setUpWorld() {
        world = WorldUtils.createWorld();
        world.setContactListener(this);
        setUpGround();
    }

    private void setUpGround() {
        addActor(new Rock(WorldUtils.createGroundRock(world, 320 / Constants.PIXELS_TO_METERS, Constants.GROUND_HEIGHT, 640f / Constants.PIXELS_TO_METERS, 130f / Constants.PIXELS_TO_METERS)));
    }


    private void setupCamera() {
        camera = new OrthographicCamera(VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
        camera.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2, 0);
        camera.update();
    }

    @Override
    public void act(float delta) {
        super.act(delta);
        accumulator += delta;
        while (accumulator >= delta) {
            world.step(TIME_STEP, 6, 2);
            accumulator -= TIME_STEP;
        }
        camera.update();
    }

    @Override
    public void draw() {
        super.draw();
        renderer.render(world, camera.combined);
    }

    @Override
    public boolean touchDown(int screenX, int screenY, int pointer, int button) {
        translateScreenToWorldCoordinates(screenX, screenY);
        Gdx.app.log("LOG", "Touch Coords " + screenX + " : " + screenY);
        return super.touchDown(screenX, screenY, pointer, button);
    }

    private void translateScreenToWorldCoordinates(int x, int y) {
        getCamera().unproject(touchPoint.set(x, y, 0));
    }

    @Override
    public void beginContact(Contact contact) {
        //TODO
    }

    @Override
    public void endContact(Contact contact) {

    }

    @Override
    public void preSolve(Contact contact, Manifold oldManifold) {

    }

    @Override
    public void postSolve(Contact contact, ContactImpulse impulse) {

    }

    @Override
    public boolean scrolled(int amount) {
        camera.zoom -= .42 * amount;
        return true;
    }

现在我有一个actor,它的构造函数中有一个事件处理程序,

   public class Rock extends Actor {
    Texture texture = new Texture(Gdx.files.internal("brick.png"));
    Sprite sprite = new Sprite(texture, 150, 130);

    public Rock(Body body) {
        setBounds(body.getPosition().x * Constants.PIXELS_TO_METERS, body.getPosition().y * Constants.PIXELS_TO_METERS, 150, 130);
        setTouchable(Touchable.enabled);
        addListener(new InputListener() {
            @Override
            public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
                Gdx.app.log("LOG", "TAPPED");
                return super.touchDown(event, x, y, pointer, button);
            }
        });
    }


    @Override
    public void draw(Batch batch, float parentAlpha) {
        batch.draw(sprite, getX(), getY(), getWidth(), getHeight());
    }

    @Override
    protected void positionChanged() {
        sprite.setPosition(getX(), getY());
        super.positionChanged();
    }
}

现在,舞台中的主输入处理程序正常工作,但不是actor中的主输入处理程序。即使我删除了阶段中的输入处理程序,它也不起作用。我猜它需要以不同的方式实现,但不确定。如何确保这些输入处理程序都能正常工作。另外,如果我有几个Rock演员,我需要输入处理程序才能使所有这些演员工作。

1 个答案:

答案 0 :(得分:0)

我建议你使用Singleton设计模式来解决这个问题。

<强> Theoratically:

  1. 为各种任务创建多个InputProcessors
  2. 在启动时静态创建所有输入处理器的实例,并创建一个InputMultiplexer的单个实例 - 这允许您处理多个InputProcessors
  3. 加载地图后,在游戏类中
  4. - 设置包含所有InputProcessors的InputMultiplexer。
  5. <强>实际上:

    创建一个扩展 InputProcessor 的类,我们称之为 UiInput

    public class UiInput implements InputProcessor {
    
    @Override
    public boolean keyDown(int keycode) {
    
        //not a great way but what ever. 
        if (keycode == Keys.ESCAPE) {
            GameConstants.gameScreen.pauseOrResume = !GameConstants.gameScreen.pauseOrResume;
            if (!GameConstants.gameScreen.pauseOrResume) {
                GameConstants.gameScreen.resume();
            } else {
                GameConstants.gameScreen.pause();
            }
            return true;
        } else {
            return false;
        }
    
    }
    
    @Override
    public boolean keyUp(int keycode) {
        return false;
    }
    
    @Override
    public boolean keyTyped(char character) {
        return false;
    }
    @Override
    public boolean touchDown(int screenX, int screenY, int pointer, int button) {return false;}
    
    @Override
    public boolean touchUp(int screenX, int screenY, int pointer, int button) {return false;}
    
    @Override
    public boolean touchDragged(int screenX, int screenY, int pointer) {return false;}
    
    @Override
    public boolean mouseMoved(int screenX, int screenY) {return false;}
    
    @Override
    public boolean scrolled(int amount) {return false;}
    
    
    }
    

    您可以创建多个类。

    接下来,您将为所有InputProcessors创建一个实例,并包括InputMultiplexer

    /* UI-Input */
    private static UiInput uiInput = new UiInput();
    
    /* DebugInput */
    private static DebugInput debugInput = new DebugInput(); //etc. 
    
    /* inputMultiplexer */
    public static InputMultiplexer inputMultiplexer = new InputMultiplexer(uiInput, debugInput);
    

    现在,不要将舞台设置为InputProcessor - 在GameScreen中,您可以将InputMultiplexer作为InputProcessor:

    public GameScreen() {
       stage = new GameStage();
       //Gdx.input.setInputProcessor(stage);
       Gdx.input.setInputProcessor(inputMultiplexer);
    }