[英]libgdx - stage was disabled when back button pressed
我正在使用libgdx 1.9.0進行游戲開發。 我在主屏幕上有一個包含多個按鈕的階段。 我還有另一個顯示游戲對象的屏幕代碼。 當按下android設備中的后退按鈕時,主屏幕中的舞台將被禁用,並且按鈕的偵聽器功能不起作用。 在主屏幕中,我有:
public class MainMenuScreen extends ScreenAdapter {
TextButton button_start;
TextButtonStyle textButtonStyle;
BitmapFont font;
FitViewport viewp;
Stage stage;
public MainMenuScreen(IndependentArch game) {
this.game = game;
/* add GUI controls */
stage = new Stage(new StretchViewport(game.SCREEN_WIDTH,
game.SCREEN_Height), game.batcher);
Gdx.input.setInputProcessor(stage);
textButtonStyle = new TextButtonStyle();
textButtonStyle.font = Assets.font_btitr;
textButtonStyle.up = Assets.skin.getDrawable("button");
textButtonStyle.down = Assets.skin.getDrawable("button-down");
button_start = new TextButton(Reshape.doReshape_mirror("start"),
textButtonStyle);
button_start.setBounds(0, 0, 200, 50);
button_start.setPosition(140, 255);
button_about.addListener(new ChangeListener() {
@Override
public void changed(ChangeEvent event, Actor actor) {
MyTextInputListener listener = new MyTextInputListener();
Gdx.input.getTextInput(listener, "name", "",
"please enter your name.");
}
});
stage.addActor(button_start);
}
public void update() {
if (Gdx.input.justTouched()) {
stage.getCamera().unproject(
touchPoint.set(Gdx.input.getX(), Gdx.input.getY(), 0));
}
}
public void draw(float delta) {
Gdx.gl.glClearColor(0.09f, 0.28f, 0.2f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
game.batcher.disableBlending();
game.batcher.begin();
game.batcher.draw(Assets.backgroundRegion[0], 0, 0, game.SCREEN_WIDTH,
game.SCREEN_Height);
game.batcher.end();
stage.act(delta);
stage.draw();
game.batcher.enableBlending();
game.batcher.begin();
game.batcher.draw(Assets.uiskin.findRegion("music"),
game.SCREEN_WIDTH - 90, 10, 80, 80);
game.batcher.end();
}
@Override
public void render(float delta) {
update();
draw(delta);
}}
在游戲屏幕中,我有:
public class GameScreen implements Screen, InputProcessor {
OrthographicCamera guiCam;
Vector3 touchPoint;
World world;
WorldRenderer renderer;
CameraController camController;
InputMultiplexer multiplexer;
GestureDetector gestureDetector;
/** for debug rendering **/
ShapeRenderer debugRenderer = new ShapeRenderer();
int lastScore;
String scoreString;
float totalGameTime;
GlyphLayout glyphLayout = new GlyphLayout();
public GameScreen(IndependentArch game) {
this.game = game;
Gdx.input.setCatchBackKey(true);
state = GAME_READY;
guiCam = new OrthographicCamera(game.SCREEN_WIDTH, game.SCREEN_Height);
guiCam.position.set(game.SCREEN_WIDTH / 2, game.SCREEN_Height / 2, 0);
touchPoint = new Vector3();
world = new World();
renderer = new WorldRenderer(game.batcher, world);
Gdx.input.setInputProcessor(this);
camController = new CameraController(world);
multiplexer = new InputMultiplexer();
multiplexer.addProcessor(new GestureDetector(20, 0.5f, 2, 0.15f,
camController));
multiplexer.addProcessor(this);
Gdx.input.setInputProcessor(multiplexer);
}
// * InputProcessor methods ***************************//
@Override
public boolean keyDown(int keycode) {
if (keycode == Keys.BACK) {
game.setScreen(new MainMenuScreen(game));
// Gdx.app.exit();
}
return false;
}}
覆蓋主菜單屏幕中的show()
方法,並將輸入處理器設置為stage
@Override
public void show() {
Gdx.input.setInputProcessor(stage);
}
聲明:本站的技術帖子網頁,遵循CC BY-SA 4.0協議,如果您需要轉載,請注明本站網址或者原文地址。任何問題請咨詢:yoyou2525@163.com.