更新表格中的图片

时间:2019-03-10 17:18:15

标签: java libgdx game-development

我当前正在创建一个清单系统,用户可以在其中从清单列表集中选择一个项目,并且右侧的图标将更新。

到目前为止,我已经实现了ClickListener来从清单中获取当前选中的商品,并调用了我创建的.getImage()方法来获取选中商品的图标。

我用了table.add(image);将图标添加到表格中。但是,将图标添加到表格后,它将填满该空间,并且当用户在另一个项目上进行选择时,将在右侧创建另一列。这就是问题。

如何在用户选择其他项目而不是在右侧创建另一列时更新图像区域?

目前是这样的:https://imgur.com/a/O6SW8gi

我想要用用户单击的最新项目更新剑的区域。

这是我的代码:

package com.sps.game.inventory;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.graphics.OrthographicCamera;
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.utils.ClickListener;
import com.badlogic.gdx.utils.viewport.FitViewport;
import com.badlogic.gdx.utils.viewport.Viewport;
import com.sps.game.controller.InventoryController;
import com.sps.game.controller.PlayerController;

import java.util.ArrayList;

public class PlayerInventory {
    public Stage stage;
    public SpriteBatch sb;
    private Viewport viewport;

    private Skin skin = new Skin(Gdx.files.internal("core/assets/pixthulhuui/pixthulhu-ui.json"));

    private List<Item> inventory;
    private List<Image> itemImages;

    private InventoryController inventoryController;
    private InputProcessor oldInput;

    Table table = new Table(skin);



    public PlayerInventory(SpriteBatch sb, PlayerController playerController) {
        this.sb = sb;
        viewport = new FitViewport(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), new OrthographicCamera());
        stage = new Stage(viewport, sb);

        inventoryController = new InventoryController();
        inventory = inventoryController.getInventoryList();
       // itemImages = inventoryController.getImageList();
    }


    //THIS IS WHERE THE IMAGE IS ADDED

    private void formatting() {
        stage = new Stage();
        Label inventoryLabel = new Label("Inventory", skin);
        final Label imageLabel = new Label("Item", skin);

        table.setDebug(true);
        table.defaults();
        table.center();
        table.setFillParent(true);
        table.add(inventoryLabel);
        table.add(imageLabel);
        table.row();

        table.add(inventory); //need a way to get the current item selected
        inventory.addListener(new ClickListener() {
            public void clicked(InputEvent event, float x, float y) {
                Item clickedItem = inventory.getSelected();
                Image clickedImage = clickedItem.getImage();
                table.add(clickedImage);
                System.out.println(clickedItem.getName());
                }
            });



     //   stage.addActor(itemImages);
        stage.addActor(table);
    }





    public void setInput() {
        oldInput = Gdx.input.getInputProcessor(); //Get the old input from the user.
        Gdx.input.setInputProcessor(stage);       //Set the input to now work on the inventory.
    }

    public void update() {
        if (Gdx.input.isKeyPressed(Input.Keys.I) && oldInput == null) {
            formatting();
            setInput();
        }

        if (Gdx.input.isKeyPressed(Input.Keys.O) && oldInput != null) {
            stage.dispose();
            Gdx.input.setInputProcessor(oldInput);
            oldInput = null;
        }
    }

    public void dispose() {
        stage.dispose();
    }

}
  

图像以格式设置方法()-

添加
             inventory.addListener(new ClickListener() {
             public void clicked(InputEvent event, float x, float y) {
                Item clickedItem = inventory.getSelected();
                Image clickedImage = clickedItem.getImage();
                table.add(clickedImage);
                System.out.println(clickedItem.getName());
                }

1 个答案:

答案 0 :(得分:0)

已解决。每次单击屏幕时,都不应使用table.add(clickedImage)。 add()创建一个新的单元格。相反,在初始布局期间仅添加一次占位符图像,并保留对其的引用。在我的ClickListener中,我改用clickedImage.setDrawable()来更改显示的图像。