[英]Libgdx actions to image is applied to whole actors
我正在尝试使图像淡出然后淡入并且可以工作,但是背景图像也淡出然后淡入。另外,当我应用旋转动作(已注释)时,尽管我放了它,但它只旋转图像一次在事件Touchup上,淡入和淡出应用于每次触摸,而淡入应用于图像和背景:在这里我在此类中应用动作:
public class MainButtons {
public Viewport viewport;
public Stage stage;
public boolean centerPressed;
public Image fire;
public Image center;
public Sound flap;
public OrthographicCamera camera;
public static Table table;
//Constructor.
public MainButtons(SpriteBatch spriteBatch) {
camera = new OrthographicCamera();
viewport = new StretchViewport(KidTele.V_WIDTH,KidTele.V_HIEGH,camera);
stage = new Stage(viewport, spriteBatch);
//InputMultiplexer this is why only input handling from controller
flap= Gdx.audio.newSound(Gdx.files.internal("one.mp3"));
Gdx.input.setInputProcessor(stage);
fire= new Image(new Texture("cars/fire.png"));
//buttonone.setSize(10, 5);
menuTable();
defineCenter();
}
public void defineCenter()
{
center=new Image(new Texture(Gdx.files.internal("0.png")));
center.setBounds(viewport.getWorldWidth() / 5f, viewport.getWorldHeight() / 3f, viewport.getWorldWidth() / 1.5f, viewport.getWorldHeight() / 3f);
center.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
centerPressed = true;
return true;
}
@Override
public void touchUp(InputEvent event, float x, float y, int pointer, int button) {
//center.setOrigin(center.getWidth()/2,center.getHeight()/2);
//center.addAction(Actions.sequence(Actions.rotateTo(360, 2), Actions.fadeIn(1)));
center.addAction(Actions.sequence(Actions.fadeOut(1), Actions.fadeIn(1)));
centerPressed = false;
}
});
//center.setVisible(false);
stage.addActor(center);
}
public void draw() {
stage.draw();
}
public void resize(int width, int height) {
viewport.update(width, height);
}
}
这是屏幕的代码:
public class PlayScreen implements Screen {
private KidTele game;
private OrthographicCamera gamecam;
private Viewport gameport;
private World world;
private Box2DDebugRenderer b2dr;
private MainButtons mainButtons;
private Texture background;
private Sound flap;
public PlayScreen(KidTele game)
{
this.game=game;
gamecam=new OrthographicCamera();
gameport=new StretchViewport(KidTele.V_WIDTH,KidTele.V_HIEGH,gamecam);
//stage=new Stage(gameport,((KidTele) game).batch);
background=new Texture("background2.png");
gamecam.position.set(gameport.getWorldWidth()/2f,gameport.getWorldHeight()/2f,0);
b2dr=new Box2DDebugRenderer();
world=new World(new Vector2(0,0.8f),true);
flap= Gdx.audio.newSound(Gdx.files.internal("one.mp3"));
mainButtons=new MainButtons(game.batch);
}
@Override
public void show() {
}
public void handleinput(float dt)
{
if(Gdx.input.isKeyJustPressed(Input.Keys.BACK)) {
mainButtons.stopMusic();
game.setScreen(new PlayScreen(game));
}
}
public void update(float dt)
{
handleinput(dt);
world.step(1 /60f, 6, 2);
//player.update(dt);
gamecam.update();
}
@Override
public void render(float delta) {
update(delta);
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
b2dr.render(world, gamecam.combined);
game.batch.setProjectionMatrix(gamecam.combined);
game.batch.begin();
game.batch.draw(background, 0, 0, gameport.getWorldWidth(), gameport.getWorldHeight());
game.batch.end();
mainButtons.stage.act();
mainButtons.stage.draw();
mainButtons.draw();
}
@Override
public void resize(int width, int height) {
gameport.update(width, height);
mainButtons.resize(width, height);
}
调用stage.draw()
,可以将SpriteBatch设置为任意颜色。 在您的情况下,它会设置为使某个演员褪色的部分Alpha。 要解决此问题,请确保在绘制背景之前立即调用batch.setColor(1, 1, 1, 1)
,以便可以保证使用哪种颜色绘制背景。
图像仅旋转一次,因为您正在使用rotateTo
并且每次都赋予它相同的值。 一旦旋转到360度,每次您再次调用rotateTo
时,它将已经处于360度,因此什么也没有发生。 在您的情况下,应改为使用rotateBy
。
顺便说一句,当您执行此操作时,您将绘制两次舞台:
mainButtons.stage.draw();
mainButtons.draw();
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