我的程序没有绘制/渲染所需的内容

时间:2019-06-18 11:33:41

标签: java libgdx game-engine

我正在读一本有关游戏开发的书:从LibGDX开始Java游戏开发。

我从书中复制了一个名为CheesePlease3的类,它提供了Stage类和Actor类,我不得不从{{1} }类,名为Actor

我做的一切正确,基本上是复制粘贴了整个内容,并且没有绘制任何对象。

所以我的问题是为什么?怎么了?

也许代码本身有点长,但易于阅读。

这是BaseActor类:

CheesePlease3

这是BaseActor类:

public class CheesePlease3 extends Game {

public Stage mainStage;
private BaseActor mouse;
private BaseActor cheese;
private BaseActor floor;
private BaseActor winText;

@Override
public void create () {

    mainStage = new Stage();

    floor = new BaseActor();
    floor.setTexture(new Texture("floor.png"));
    floor.setPosition(0, 0);
    mainStage.addActor(floor);

    cheese = new BaseActor();
    cheese.setTexture(new Texture("cheese.png"));
    cheese.setPosition(300, 300);
    mainStage.addActor(cheese);

    mouse = new BaseActor();
    mouse.setTexture(new Texture("mouse.png"));
    mouse.setPosition(200, 200);
    mainStage.addActor(mouse);

    winText = new BaseActor();
    winText.setTexture(new Texture("youWon.png"));
    winText.setPosition(150, 150);
    winText.setVisible(false);
    mainStage.addActor(winText);

}

@Override
public void render(){
    // process input

    mouse.velocityX = 0;
    mouse.velocityY = 0;

    if (Gdx.input.isKeyPressed(Input.Keys.LEFT))
        mouse.velocityX -= 100;
    if (Gdx.input.isKeyPressed(Input.Keys.RIGHT))
        mouse.velocityX += 100;
    if (Gdx.input.isKeyPressed(Input.Keys.UP))
        mouse.velocityY -= 100;
    if (Gdx.input.isKeyPressed(Input.Keys.DOWN))
        mouse.velocityY += 100;

    // update

    float dt = Gdx.graphics.getDeltaTime();
    mainStage.act(dt);

    // check win condition: Mouse must be overlapping cheese

    Rectangle mouseRectangle = mouse.getBoundingRectangle();
    Rectangle cheeseRectangle = cheese.getBoundingRectangle();

    if (mouseRectangle.contains(cheeseRectangle))
        winText.setVisible(true);

    // draw graphics

    Gdx.gl.glClearColor(0.8f, 0.8f, 1, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);


    mainStage.draw();

}

这是DesktopLauncher:

public class BaseActor extends Actor {

public TextureRegion region;
public Rectangle boundary;
public float velocityX;
public float velocityY;

public BaseActor(){
    super();
    region = new TextureRegion();
    boundary = new Rectangle();
    velocityX = 0;
    velocityY = 0;
}

public void setTexture (Texture t){
    int w = t.getWidth();
    int h = t.getHeight();
    setWidth(w);
    setHeight(h);
    region.setRegion(t);
}

public Rectangle getBoundingRectangle(){
    return boundary.set(getX(), getY(), getWidth(), getHeight());
}

@Override
public void act (float dt){
    super.act(dt);
    moveBy(velocityX * dt, velocityY * dt);
}

public void drawBatch (Batch batch, float parentAlpha){
    Color c = getColor();
    batch.setColor(c.r, c.g, c.b, c.a);

    if (isVisible())
        batch.draw(region, getX(), getY(), getOriginX(), getOriginY(),
                   getWidth(), getHeight(), getScaleX(), getScaleY(), getRotation());
}

1 个答案:

答案 0 :(得分:2)

BaseActor必须重写draw方法。
我假设drawBatch方法应重命名为draw

Ps .: 上下运动是反向的。