我试图使图像淡出然后淡入,这是有效但背景图像也淡出然后淡入 此外,当我应用旋转动作(已注释)时,它只旋转图像一次,虽然我把它放在事件Touchup上,而淡入和淡出应用于每次触摸但是淡化应用于图像和背景 :在这里我在这个类中应用动作:
public class MainButtons {
public Viewport viewport;
public Stage stage;
public boolean centerPressed;
public Image fire;
public Image center;
public Sound flap;
public OrthographicCamera camera;
public static Table table;
//Constructor.
public MainButtons(SpriteBatch spriteBatch) {
camera = new OrthographicCamera();
viewport = new StretchViewport(KidTele.V_WIDTH,KidTele.V_HIEGH,camera);
stage = new Stage(viewport, spriteBatch);
//InputMultiplexer this is why only input handling from controller
flap= Gdx.audio.newSound(Gdx.files.internal("one.mp3"));
Gdx.input.setInputProcessor(stage);
fire= new Image(new Texture("cars/fire.png"));
//buttonone.setSize(10, 5);
menuTable();
defineCenter();
}
public void defineCenter()
{
center=new Image(new Texture(Gdx.files.internal("0.png")));
center.setBounds(viewport.getWorldWidth() / 5f, viewport.getWorldHeight() / 3f, viewport.getWorldWidth() / 1.5f, viewport.getWorldHeight() / 3f);
center.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
centerPressed = true;
return true;
}
@Override
public void touchUp(InputEvent event, float x, float y, int pointer, int button) {
//center.setOrigin(center.getWidth()/2,center.getHeight()/2);
//center.addAction(Actions.sequence(Actions.rotateTo(360, 2), Actions.fadeIn(1)));
center.addAction(Actions.sequence(Actions.fadeOut(1), Actions.fadeIn(1)));
centerPressed = false;
}
});
//center.setVisible(false);
stage.addActor(center);
}
public void draw() {
stage.draw();
}
public void resize(int width, int height) {
viewport.update(width, height);
}
}
这是屏幕的代码:
public class PlayScreen implements Screen {
private KidTele game;
private OrthographicCamera gamecam;
private Viewport gameport;
private World world;
private Box2DDebugRenderer b2dr;
private MainButtons mainButtons;
private Texture background;
private Sound flap;
public PlayScreen(KidTele game)
{
this.game=game;
gamecam=new OrthographicCamera();
gameport=new StretchViewport(KidTele.V_WIDTH,KidTele.V_HIEGH,gamecam);
//stage=new Stage(gameport,((KidTele) game).batch);
background=new Texture("background2.png");
gamecam.position.set(gameport.getWorldWidth()/2f,gameport.getWorldHeight()/2f,0);
b2dr=new Box2DDebugRenderer();
world=new World(new Vector2(0,0.8f),true);
flap= Gdx.audio.newSound(Gdx.files.internal("one.mp3"));
mainButtons=new MainButtons(game.batch);
}
@Override
public void show() {
}
public void handleinput(float dt)
{
if(Gdx.input.isKeyJustPressed(Input.Keys.BACK)) {
mainButtons.stopMusic();
game.setScreen(new PlayScreen(game));
}
}
public void update(float dt)
{
handleinput(dt);
world.step(1 /60f, 6, 2);
//player.update(dt);
gamecam.update();
}
@Override
public void render(float delta) {
update(delta);
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
b2dr.render(world, gamecam.combined);
game.batch.setProjectionMatrix(gamecam.combined);
game.batch.begin();
game.batch.draw(background, 0, 0, gameport.getWorldWidth(), gameport.getWorldHeight());
game.batch.end();
mainButtons.stage.act();
mainButtons.stage.draw();
mainButtons.draw();
}
@Override
public void resize(int width, int height) {
gameport.update(width, height);
mainButtons.resize(width, height);
}
答案 0 :(得分:2)
调用stage.draw()
后,SpriteBatch可能会设置为某种颜色。在你的情况下,它设置了一些部分alpha来消除其中一个演员。要解决此问题,请确保在绘制背景之前调用batch.setColor(1, 1, 1, 1)
,这样您就可以保证绘制的颜色。
图像只旋转一次,因为您使用rotateTo
并且每次都给它相同的值。一旦它旋转到360度,每次再次呼叫rotateTo
时,它已经是360度,所以没有任何反应。在您的情况下,您应该使用rotateBy
。
顺便说一下,当你这样做时,你正在画两次舞台:
mainButtons.stage.draw();
mainButtons.draw();