我很难将<div>
的高度边框设为<p>
这是我的代码:
div.relative {
position: absolute;
border: 3px solid #73AD21;
}
p.parag {
position: relative;
border: 3px solid #A3AD11;
}
<h2>position: relative;</h2>
<p>An element with position: relative; is positioned relative to its normal position:
</p>
<div class="relative">
<p class="parag">
This div element has position: relative;</p>
</div>
我只是让宽度相同,但我不知道如何制作高度。 这是JSFiddle
答案 0 :(得分:1)
使用display:table-cell
div.relative {
position:absolute;
border: 3px solid #73AD21;
display:flex;
display:table-cell;
}
p.parag {
position:relative;
border: 3px solid #A3AD11;
display:table-cell;
}
&#13;
<body>
<h2>position: relative;</h2>
<p>An element with position: relative; is positioned relative to its normal position:</p>
<div class="relative"><p class="parag">
This div element has position: relative;</p>
</div>
<div style="clear:both;float:none;"></div>
</body>
&#13;
或者您可以为<p>
标记提供0的边距,如下所示:
div.relative {
position:absolute;
border: 3px solid #73AD21;
display:flex;
}
p.parag {
margin: 0;
position:relative;
border: 3px solid #A3AD11;
}
&#13;
<body>
<h2>position: relative;</h2>
<p>An element with position: relative; is positioned relative to its normal position:</p>
<div class="relative"><p class="parag">
This div element has position: relative;</p>
</div>
<div style="clear:both;float:none;"></div>
</body>
&#13;
答案 1 :(得分:1)
<p>
标记默认有边距。你需要删除它们:
div.relative {
position:absolute;
border: 3px solid #73AD21;
}
p.parag {
position:relative;
border: 3px solid #A3AD11;
margin: 0px;
}
<h2>position: relative;</h2>
<p>An element with position: relative; is positioned relative to its normal
position:</p>
<div class="relative"><p class="parag">
This div element has position: relative;</p>
</div>
<div style="clear:both;float:none;"></div>
希望这就是你要找的东西。
答案 2 :(得分:0)
尝试添加
.title-boss-offset, .title-boss {
/* other props */
float: left;
}
到p.parag
答案 3 :(得分:0)
示例图片:
如果您想要附加图像之类的东西,那么您必须简单地执行此操作:
package com.mygdx.game.Screens;
import Artifacts.Champ;
import com.badlogic.gdx.Game;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.*;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.scenes.scene2d.*;
import com.badlogic.gdx.scenes.scene2d.ui.*;
import com.badlogic.gdx.scenes.scene2d.ui.ImageButton.ImageButtonStyle;
import com.badlogic.gdx.scenes.scene2d.utils.SpriteDrawable;
import com.badlogic.gdx.utils.Align;
import com.badlogic.gdx.utils.viewport.ScreenViewport;
import com.mygdx.game.MyGdxGame;
import java.util.ArrayList;
public class GameScreen implements Screen {
private Stage stage;
private Game game;
ArrayList <Champ> champs=new ArrayList();;
public GameScreen(Game aGame) {
game = aGame;
stage = new Stage(new ScreenViewport());
ImageButton pj;
Table camp;
champs.add(new Champ("Ximet",new Texture("Champ/Ximet.png")));
champs.add(new Champ("Jordi",new Texture("Champ/Jordi.jpg")));
champs.add(new Champ("Camilo",new Texture("Champ/Camilo.jpg")));
champs.add(new Champ("Vicent",new Texture("Champ/Vicent.jpg")));
int x=100, y=250;
for (final Champ champ : champs) {
camp=new Table();
pj=new ImageButton(new SpriteDrawable(new Sprite(champ.getLogo())));
pj.setPosition(x, y);
camp.add(pj).size(100, 100);
camp.setPosition(x, y);
x=x+100;
camp.addListener(new InputListener(){
@Override
public void touchUp (InputEvent event, float x, float y, int pointer, int button) {
Label name = new Label(champ.nom, MyGdxGame.gameSkin,"big-black");
name.setPosition(10,400);
stage.addActor(name);
}
@Override
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
return true;
}
});
stage.addActor(camp);
}
Label title = new Label("Select Champ", MyGdxGame.gameSkin,"big-black");
title.setAlignment(Align.center);
title.setY(Gdx.graphics.getHeight()*2/3);
title.setWidth(Gdx.graphics.getWidth());
stage.addActor(title);
TextButton backButton = new TextButton("Back",MyGdxGame.gameSkin);
backButton.setWidth(Gdx.graphics.getWidth()/2);
backButton.setPosition(Gdx.graphics.getWidth()/2-backButton.getWidth()/2,Gdx.graphics.getHeight()/4-backButton.getHeight()/2);
backButton.addListener(new InputListener(){
@Override
public void touchUp (InputEvent event, float x, float y, int pointer, int button) {
game.setScreen(new Principal((MyGdxGame)game));
}
@Override
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
return true;
}
});
stage.addActor(backButton);
}
@Override
public void show() {
Gdx.app.log("MainScreen","show");
Gdx.input.setInputProcessor(stage);
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.act();
stage.draw();
}
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void hide() {
}
@Override
public void dispose() {
stage.dispose();
}
}