我一直在努力让这个阶段的事情搞清楚。我基本上想要绘制一个填满整个舞台的背景图像。图像是1920x1080。问题是图像被绘制的宽度的一半和高度应该是它的一半。应用程序设置为全屏,图像的内角位于屏幕的中心。我测试了相机,视口和舞台的尺寸。全部正确。我究竟做错了什么?顺便说一句,我使用自定义游戏状态管理器来处理不同的屏幕,所以我为看似无用的额外代码道歉。
Application.java
public class Application extends ApplicationAdapter {
public static boolean DEBUG = false;
public static final String TITLE = "Hexatan";
public static final int V_WIDTH = 720, V_HEIGHT = 480;
public static final float SCALE = 2.0f;
private GameStateManager gsm;
private OrthographicCamera camera;
private FitViewport vp;
private SpriteBatch batch;
private Stage stage;
private float w, h;
@Override
public void create() {
float w = Gdx.graphics.getWidth();
float h = Gdx.graphics.getHeight();
batch = new SpriteBatch();
camera = new OrthographicCamera();
camera.setToOrtho(true, w / SCALE, h / SCALE);
vp = new FitViewport(w, h, camera);
stage = new Stage(vp, batch);
gsm = new GameStateManager(this);
}
@Override
public void render() {
gsm.update(Gdx.graphics.getDeltaTime());
gsm.render();
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void dispose() {
gsm.dispose();
batch.dispose();
}
@Override
public void resize(int width, int height) {
gsm.resize((int)(width / SCALE), (int)(height / SCALE));
}
public SpriteBatch getBatch() {
return this.batch;
}
public OrthographicCamera getCamera(){
return this.camera;
}
public Stage getStage(){
return this.stage;
}
}
GameStateManager.java
public class GameStateManager {
private final Application app;
private Stack<GameState> states;
public enum State {
SPLASH, MAINMENU, GAME
}
public GameStateManager(final Application app){
this.app = app;
this.states = new Stack<GameState>();
this.setState(State.GAME);
}
public Application getApp(){
return app;
}
public void update(float delta){
states.peek().update(delta);
}
public void render(){
states.peek().render();
}
public void dispose(){
for(GameState gs : states){
gs.dispose();
}
states.clear();
}
public void resize(int w, int h){
states.peek().resize(w, h);
}
public void setState(State state){
if(states.size() >= 1) {
states.pop().dispose();
}
states.push(getState(state));
}
public GameState getState(State state){
return new GameLoop(this);
}
}
GameState.java
public abstract class GameState {
protected GameStateManager gsm;
protected Application app;
protected SpriteBatch batch;
protected OrthographicCamera camera;
public GameState(GameStateManager gsm){
this.gsm = gsm;
this.app = gsm.getApp();
batch = app.getBatch();
camera = app.getCamera();
}
public void resize(int w, int h){
camera.setToOrtho(true, w, h);
camera.update();
}
public abstract void update(float delta);
public abstract void render();
public abstract void dispose();
}
GameLoop.java
public class GameLoop extends GameState {
private boolean DEV_MODE = true;
private int WIDTH, HEIGHT;
private float mouseX, mouseY;
private Stage stage;
private Game game;
private Application app;
Texture hexture, water, island, robber, highlight, scoreboard;
BitmapFont font = new BitmapFont(Gdx.files.internal("core/assets/Playbill.fnt"));
BitmapFont devFont = new BitmapFont(Gdx.files.internal("core/assets/Arial.fnt"));
public GameLoop(GameStateManager gsm){
super(gsm);
app = gsm.getApp();
WIDTH = Gdx.graphics.getWidth();
HEIGHT = Gdx.graphics.getHeight();
stage = app.getStage();
System.out.println(stage.getCamera().position.x);
Gdx.input.setInputProcessor(stage);
water = new Texture(Gdx.files.internal("core/assets/img/water.png"));
island = new Texture(Gdx.files.internal("core/assets/img/island.png"));
highlight = new Texture(Gdx.files.internal("core/assets/img/highlightVertex.png"));
scoreboard = new Texture(Gdx.files.internal("core/assets/img/scoreboard.png"));
Image waterImg = new Image(new TextureRegionDrawable(new TextureRegion(water)));
waterImg.setWidth(WIDTH);
waterImg.setHeight(HEIGHT);
stage.addActor(waterImg);
}
@Override
public void render() {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
app.getStage().act(Gdx.graphics.getDeltaTime());
app.getStage().draw();
}
@Override
public void update(float delta) {
}
@Override
public void dispose() {
}
@Override
public void resize(int w, int h){
camera.setToOrtho(true, w, h);
app.getStage().getViewport().update(w, h, true);
}