[英]Creating Pause Screen Menu inside play screen in LibGdx?
Inside my gameplay screen I want to create a Pause Screen Menu which I can select the Retry button or Back to main screen if I click the pause button.I already draw the pause button inside my class.My problem is how can I draw the pause menu screen? 在我的游戏画面中,我想创建一个暂停屏幕菜单,如果我点击暂停按钮,我可以选择重试按钮或返回主屏幕。我已经在课堂上画了暂停按钮。我的问题是如何画出暂停菜单屏幕?
Here is my code 这是我的代码
//pause
pause = new Texture("pause.png");
myTextureRegion = new TextureRegion(pause);
myTexRegionDrawable = new TextureRegionDrawable(myTextureRegion);
pause_btnDialog = new ImageButton(myTexRegionDrawable); //Set the button up
pause_btnDialog.setPosition(580,1150);
stage.addActor(pause_btnDialog); //Add the button to the stage to perform rendering and take input.
Gdx.input.setInputProcessor(stage);
pause_btnDialog.addListener(new ChangeListener() {
public void changed (ChangeEvent event, Actor actor) {
System.out.println("Pause Button Pressed");
//Show Pause Screen menu
//game.setScreen(new PauseGameday1(game));
}
});
stage.addActor(pause_btnDialog);
GameScreen GameScreen
public class IngamedayOne implements Screen ,InputProcessor {
final MyGdxGame game;
// Constant rows and columns of the sprite sheet
private static final int FRAME_COLS = 5, FRAME_ROWS = 1;
private boolean peripheralAvailable;
private static final float ACCELERATION = 20f;
// Objects used
Animation<TextureRegion> walkAnimation; // Must declare frame type (TextureRegion)
Texture cat ,left_paw,right_paw,progressbar_background,progressbar_knob,pause,meter;
Texture carpet,desk,plants,square_carpet,shoes;
SpriteBatch spriteBatch;
Sprite sprite;
private Texture Background;
ImageButton left_paw_btn,right_paw_btn,pause_btnDialog;
Viewport viewport;
private Stage stage;
// A variable for tracking elapsed time for the animation
float stateTime;
private TextureRegion myTextureRegion;
private TextureRegionDrawable myTexRegionDrawable;
private boolean isPause;
private Group pauseGroup;
//Screen Size
OrthographicCamera camera;
float catSpeed = 50.0f; // 10 pixels per second.
float catX;
float catY;
public boolean paused = false;
public IngamedayOne(final MyGdxGame game) {
this.game = game;
Gdx.input.setCatchBackKey(true);
Gdx.graphics.setContinuousRendering(false);
Gdx.graphics.requestRendering();
stage = new Stage(new StretchViewport( 720, 1280));
camera = new OrthographicCamera();
camera.setToOrtho(false, 720, 1280);
camera.translate( 1280/2, 720/2 );
Gdx.input.setInputProcessor(stage);
spriteBatch = new SpriteBatch();
viewport = new StretchViewport(720, 1280);
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
// Load the sprite sheet as a texture
cat = new Texture(Gdx.files.internal("cat.png"));
sprite = new Sprite(cat);
catX=300;
catY=0;
Gdx.input.setInputProcessor( this);
peripheralAvailable = Gdx.input.isPeripheralAvailable(Input.Peripheral.Accelerometer);
int orientation = Gdx.input.getRotation();
Input.Orientation nativeOrientation = Gdx.input.getNativeOrientation();
viewport = new StretchViewport(720, 1280);
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
// Progressbar
progressbar_background = new Texture("progression_map.png");
progressbar_knob = new Texture("cat_head.png");
//pause
pause = new Texture("pause.png");
myTextureRegion = new TextureRegion(pause);
myTexRegionDrawable = new TextureRegionDrawable(myTextureRegion);
pause_btnDialog = new ImageButton(myTexRegionDrawable); //Set the button up
pause_btnDialog.setPosition(580,1150);
stage.addActor(pause_btnDialog); //Add the button to the stage to perform rendering and take input.
Gdx.input.setInputProcessor(stage);
pause_btnDialog.addListener(new ChangeListener() {
public void changed (ChangeEvent event, Actor actor) {
System.out.println("Pause Button Pressed");
//Show Pause Screen menu
game.setScreen(new PauseGameday1(game));
pause();
}
});
stage.addActor(pause_btnDialog);
meter = new Texture("meter.png");
//background
Background = new Texture(Gdx.files.internal("floor.png")); //File from assets folder
// Use the split utility method to create a 2D array of TextureRegions. This is
// possible because this sprite sheet contains frames of equal size and they are
// all aligned.
TextureRegion[][] tmp = TextureRegion.split(cat, cat.getWidth() / FRAME_COLS, cat.getHeight()/ FRAME_ROWS);
// Place the regions into a 1D array in the correct order, starting from the top
// left, going across first. The Animation constructor requires a 1D array.
TextureRegion[] walkFrames = new TextureRegion[FRAME_COLS * FRAME_ROWS];
int index = 0;
for (int i = 0; i < FRAME_ROWS; i++) {
for (int j = 0; j < FRAME_COLS; j++) {
walkFrames[index++] = tmp[i][j];
}
}
// Initialize the Animation with the frame interval and array of frames
walkAnimation = new Animation<TextureRegion>(0.200f, walkFrames);
// Instantiate a SpriteBatch for drawing and reset the elapsed animation
// time to 0
spriteBatch = new SpriteBatch();
stateTime = 0f;
//left_control
left_paw = new Texture(Gdx.files.internal("left_paw.png"));
myTextureRegion = new TextureRegion(left_paw);
myTexRegionDrawable = new TextureRegionDrawable(myTextureRegion);
left_paw_btn = new ImageButton(myTexRegionDrawable); //Set the button up
left_paw_btn.setPosition(10,25);
stage.addActor(left_paw_btn); //Add the button to the stage to perform rendering and take input.
Gdx.input.setInputProcessor(stage);
left_paw_btn.addListener(new InputListener(){
@Override
public void touchUp (InputEvent event, float x, float y, int pointer, int button) {
System.out.println("Left Button Pressed");
//Start Animation
}
@Override
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
return true;
}
});
stage.addActor(left_paw_btn);
//right_control
right_paw = new Texture(Gdx.files.internal("right_paw.png"));
myTextureRegion = new TextureRegion(right_paw);
myTexRegionDrawable = new TextureRegionDrawable(myTextureRegion);
right_paw_btn = new ImageButton(myTexRegionDrawable); //Set the button up
right_paw_btn.setPosition(517,25);
stage.addActor(right_paw_btn); //Add the button to the stage to perform rendering and take input.
Gdx.input.setInputProcessor(stage);
right_paw_btn.addListener(new InputListener(){
@Override
public void touchUp (InputEvent event, float x, float y, int pointer, int button) {
System.out.println("Right Button Pressed");
//Start Animation
stateTime += Gdx.graphics.getDeltaTime(); // Accumulate elapsed animation time
camera.update();
}
@Override
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
return true;
}
});
stage.addActor(right_paw_btn);
}
public enum State
{
PAUSE,
RUN,
RESUME,
STOPPED
}
private State state = State.RUN;
@Override
public void show() {
}
@Override
public void render(float delta) {
// clear previous frame
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // Clear screen
stateTime += Gdx.graphics.getDeltaTime(); // Accumulate elapsed animation time
camera.update();
spriteBatch.begin();
TextureRegion currentFrame = walkAnimation.getKeyFrame(stateTime, true);
spriteBatch.setProjectionMatrix(camera.combined);
spriteBatch.draw(Background,0,0);
spriteBatch.draw(currentFrame,catX,catY); // Draw current frame at (50, 50)
spriteBatch.draw(meter,190,990);
spriteBatch.draw(progressbar_background,20,1170);
spriteBatch.draw(progressbar_knob,18,1170);
//Moving player on desktop
if(Gdx.input.isKeyPressed(Input.Keys.LEFT))
catX -= Gdx.graphics.getDeltaTime() * catSpeed;
if(Gdx.input.isKeyPressed(Input.Keys.RIGHT))
catX += Gdx.graphics.getDeltaTime() * catSpeed;
if(Gdx.input.isKeyPressed(Input.Keys.UP))
catY += Gdx.graphics.getDeltaTime() * catSpeed;
if(Gdx.input.isKeyPressed(Input.Keys.DOWN))
catY -= Gdx.graphics.getDeltaTime() * catSpeed;
//Mobile acceleration
if (Gdx.input.isPeripheralAvailable(Input.Peripheral.Accelerometer))
{
catX -= Gdx.input.getAccelerometerX();
catY += Gdx.input.getAccelerometerY();
}
if(catY<0) {
catY =0;
}
if(catY> Gdx.graphics.getWidth()-100) {
catY =Gdx.graphics.getWidth()-100;
}
if(catX<0){
catX =0;
}
if(catX> Gdx.graphics.getHeight()-250) {
catX =Gdx.graphics.getHeight()-250;
}
switch (state)
{
case RUN:
//do suff here
break;
case PAUSE:
break;
case RESUME:
break;
default:
break;
}
spriteBatch.end();
stage.act(); //acting a stage to calculate positions of actors etc
stage.draw(); //drawing it to render all
}
@Override
public void resize(int width, int height) {
viewport.update(width, height);
camera.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2, 0);
}
@Override
public void pause() {
this.state = State.PAUSE;
}
@Override
public void resume() {
this.state = State.RESUME;
}
@Override
public boolean keyDown(int keycode) {
return true;
}
@Override
public boolean keyUp(int keycode) {
return false;
}
@Override
public boolean keyTyped(char character) {
return false;
}
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
return false;
}
@Override
public boolean touchUp(int screenX, int screenY, int pointer, int button) {
return false;
}
@Override
public boolean touchDragged(int screenX, int screenY, int pointer) {
return false;
}
@Override
public boolean mouseMoved(int screenX, int screenY) {
return false;
}
@Override
public boolean scrolled(int amount) {
return false;
}
@Override
public void hide() {
}
@Override
public void dispose() { // SpriteBatches and Textures must always be disposed
spriteBatch.dispose();
cat.dispose();
left_paw.dispose();
right_paw.dispose();
stage.dispose();
Background.dispose();
progressbar_background.dispose();
progressbar_knob.dispose();
}
}
Pause Menu 暂停菜单
public class PauseGameday1 implements Screen {
final MyGdxGame game;
private Texture Background,pauseImg;
private Stage stage;
SpriteBatch spriteBatch;
OrthographicCamera camera;
private static final int WIDTH= 720;
private static final int HEIGHT= 1280;
private TextureRegion myTextureRegion;
private TextureRegionDrawable myTexRegionDrawable;
Viewport viewport;
public PauseGameday1( MyGdxGame game) {
this.game = game;
stage = new Stage(new StretchViewport( 720, 1280));
camera = new OrthographicCamera();
camera.setToOrtho(false, 720, 1280);
camera.translate( 1280/2, 720/2 );
Gdx.input.setInputProcessor(stage);
spriteBatch = new SpriteBatch();
viewport = new StretchViewport(720, 1280);
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
Background = new Texture(Gdx.files.internal("backgroundimage.png")); //background image
pauseImg = new Texture(Gdx.files.internal("pausemenu/pause_text.png"));
}
@Override
public void show() {
}
@Override
public void render(float delta) {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // Clear screen
camera.update();
spriteBatch.begin();
spriteBatch.setProjectionMatrix(camera.combined);
spriteBatch.draw(Background,0,0);
spriteBatch.draw(pauseImg,230,900);
stage.act(Gdx.graphics.getDeltaTime()); //Perform ui logic
spriteBatch.end();
stage.getViewport().apply();
stage.draw(); //Draw the ui
}
@Override
public void resize(int width, int height) {
viewport.update(width, height);
camera.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2, 0);
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void hide() {
}
@Override
public void dispose() {
}
}
Can anyone correct my codes? 谁能纠正我的代码?
You only declared pauseGroup but never used in your game, Call pause()
method from pause_button. 您只声明了pauseGroup但从未在游戏中使用过,来自pause_button的Call pause()
方法。 It will create pauseGroup for you and add to your Stage. 它将为您创建pauseGroup并添加到您的舞台。 In pause()
method, create Actor(UI) and add to pauseGroup. 在pause()
方法中,创建Actor(UI)并添加到pauseGroup。 You can't use multiple screen at a time with your Game
class because Game
having reference of single Screen. 您不能一次使用多个屏幕与您的Game
类,因为Game
参考单个屏幕。
pause_btnDialog.addListener(new ChangeListener() {
public void changed (ChangeEvent event, Actor actor) {
pause();
}
});
@Override
public void render(float delta) {
// clear previous frame
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // Clear screen
camera.update();
spriteBatch.begin();
spriteBatch.setProjectionMatrix(camera.combined);
if(this.state==State.RESUME)
stateTime += Gdx.graphics.getDeltaTime(); // Accumulate elapsed animation time
TextureRegion currentFrame = walkAnimation.getKeyFrame(stateTime, true);
spriteBatch.draw(Background,0,0);
spriteBatch.draw(currentFrame,catX,catY); // Draw current frame at (50, 50)
spriteBatch.draw(meter,190,990);
spriteBatch.draw(progressbar_background,20,1170);
spriteBatch.draw(progressbar_knob,18,1170);
if(this.state==State.RESUME){
//Moving player on desktop
if(Gdx.input.isKeyPressed(Input.Keys.LEFT))
catX -= Gdx.graphics.getDeltaTime() * catSpeed;
if(Gdx.input.isKeyPressed(Input.Keys.RIGHT))
catX += Gdx.graphics.getDeltaTime() * catSpeed;
if(Gdx.input.isKeyPressed(Input.Keys.UP))
catY += Gdx.graphics.getDeltaTime() * catSpeed;
if(Gdx.input.isKeyPressed(Input.Keys.DOWN))
catY -= Gdx.graphics.getDeltaTime() * catSpeed;
//Mobile acceleration
if (Gdx.input.isPeripheralAvailable(Input.Peripheral.Accelerometer))
{
catX -= Gdx.input.getAccelerometerX();
catY += Gdx.input.getAccelerometerY();
}
if(catY<0) {
catY =0;
}
if(catY> Gdx.graphics.getWidth()-100) {
catY =Gdx.graphics.getWidth()-100;
}
if(catX<0){
catX =0;
}
if(catX> Gdx.graphics.getHeight()-250) {
catX =Gdx.graphics.getHeight()-250;
}
}
switch (state)
{
case RUN:
//do suff here
break;
case PAUSE:
break;
case RESUME:
break;
default:
break;
}
spriteBatch.end();
stage.act(); //acting a stage to calculate positions of actors etc
stage.draw(); //drawing it to render all
}
public void pause(){
this.state = State.PAUSE;
pauseGroup = new Group;
Image semiTransparentBG= ......
// setSize(Size of screen) and make it semi transparent.
pauseGroup.addActor(semiTransparentBG);
//crate all other pause UI buttons with listener and add to pauseGroup
stage.addActor(pauseGroup);
}
public void resume() {
if(this.state = State.PAUSE){
this.state = State.RESUME;
pauseGroup.remove();
}
}
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