以下代码打算使用图像条和画布上的一些钉子在屏幕上绘制数字,但它不显示。
1)当我评论/删除“setSourceRect”时,它会显示完整的图像。 2)initnails函数没有显示任何内容
package com.myGame.mavenproject3.core;
import org.jbox2d.collision.shapes.CircleShape;
import playn.core.*;
import static playn.core.PlayN.assetManager;
import static playn.core.PlayN.graphics;
public class mavenproject3 implements Game {
Canvas canvas;
private float radius;
Image pointsFontImage;
GroupLayer pointsLayer;
@Override
public void init() {
// create and add background image layer
int width = 640;
int height = 480;
CanvasImage bgImage = graphics().createImage(width, height);
canvas = bgImage.canvas();
canvas.setFillColor(0xff87ceeb);
canvas.fillRect(0, 0, width, height);
ImageLayer bg = graphics().createImageLayer(bgImage);
graphics().rootLayer().add(bg);
pointsLayer = graphics().createGroupLayer();
pointsLayer.setScale(3.0f, 3.0f);
pointsFontImage = assetManager().getImage("images/font.png");
graphics().rootLayer().add(pointsLayer);
}
@Override
public void paint(float alpha) {
// the background automatically paints itself, so no need to do
anything here!
}
int points = 50;
@Override
public void update(float delta) {
initNails();
float x = 0f;
pointsLayer.clear();
for (char c : Integer.toString(points).toCharArray()) {
ImageLayer digit = graphics().createImageLayer(pointsFontImage);
digit.setSourceRect(((c - '0' + 9) % 10) * 16, 0, 16, 16);
pointsLayer.add(digit);
digit.setTranslation(x, 0f);
x += 16f;
}
}
@Override
public int updateRate() {
return 25;
}
public void initNails() {
for (int x = 100; x < 300 - 100; x += 50) {
for (int y = 150; y < 450; y+= 100) {
canvas.setFillColor(0xffaaaaaa);
canvas.fillCircle(x, y, radius);
CircleShape circleShape = new CircleShape();
circleShape.m_radius = 5f*2;
circleShape.m_p.set(x*2,
y*2);
}
}
}
}
答案 0 :(得分:0)
除了设置源矩形之外,还需要设置图像层的目标尺寸,否则它们将与原始图像的尺寸相同。原始图像为160x16,但您想渲染单个字符,因此您应该使用16x16:
ImageLayer digit = graphics().createImageLayer(pointsFontImage);
digit.setSourceRect(((c - '0' + 9) % 10) * 16, 0, 16, 16);
digit.setWidth(16);
digit.setHeight(16);
pointsLayer.add(digit);
digit.setTranslation(x, 0f);
我也无法抗拒地指出,这在很多方面都是非常低效。
update()
方法每秒运行60次(在理想情况下)。你每帧都在不必要地创建和销毁图像层。您应该为每个潜在的数字创建一次图像层,然后每帧更新其源矩形。您也以极其昂贵的方式获取points
值的数字。
以下代码不太可能让游戏开发者在晚上哭泣自己睡觉:
int points = 50;
final float DIGIT_WIDTH = 16;
final float DIGIT_HEIGHT = 16;
final int MAX_DIGITS = 5;
@Override
public void update(float delta) {
initNails();
// peel off the right-most digit of points and update its layer;
// creating the layer on demand if we don't have one yet
int ll = 0;
for (int p = points; p > 0 || ll == 0; p /= 10, ll++) {
ImageLayer digit;
if (pointsLayer.size() <= ll) {
digit = graphics().createImageLayer(pointsFontImage);
digit.setWidth(DIGIT_WIDTH);
digit.setHeight(DIGIT_HEIGHT);
digit.setTranslation((MAX_DIGITS-ll-1) * DIGIT_WIDTH, 0);
pointsLayer.add(digit);
} else {
digit = (ImageLayer)pointsLayer.get(ll);
digit.setVisible(true);
}
int d = p%10, ix = ((d + 9) % 10);
digit.setSourceRect(ix * DIGIT_WIDTH, 0, DIGIT_WIDTH, DIGIT_HEIGHT);
}
// hide layers for leading zeros
while (ll < pointsLayer.size()) {
pointsLayer.get(ll++).setVisible(false);
}
}