[英]Libgdx computeGlyphAdvancesAndPositions doesn't exist
我在Libgdx做文本動畫。 試着做點什么
font1 = new BitmapFont(Gdx.files.internal("fontLabel/fonty.fnt"), false);
font1.getRegion().getTexture()
.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
touchPos = new Vector3();
listchar = new TextButton[pause.length()];
advances = new FloatArray();
post = new FloatArray();
font1.computeGlyphAdvancesAndPositions(pause, advances, post);
但是computeGlyphAdvancesAndPositions
不再退出,該怎么辦?
編輯
我看過這篇博文 ,上面寫着使用GlyphLayout
但我不知道怎么做? GlyphLayout
不接受我想要的參數
我想做一些像這個視頻中的動畫,舊的源代碼在這里但是如上所述,由於我突出顯示的部分,它不再起作用了。
package com.tntstudio.texteffect;
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.math.Interpolation;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.actions.Actions;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton.TextButtonStyle;
import com.badlogic.gdx.scenes.scene2d.utils.ClickListener;
import com.badlogic.gdx.utils.FloatArray;
public class TECore implements ApplicationListener {
private Stage stage;
private BitmapFont font;
private TextButton[] listchar;
private FloatArray post, advances;
private String text;
private static final float time = 0.5f, delay = 0.2f;
private static final float x = 200f, y = 200f;
@Override
public void create() {
stage = new Stage(800f, 480f, true);
font = new BitmapFont(Gdx.files.internal("data/texteffect.fnt"));
font.getRegion().getTexture()
.setFilter(TextureFilter.Linear, TextureFilter.Linear);
text = "manh phi libgdx";
listchar = new TextButton[text.length()];
advances = new FloatArray();
post = new FloatArray();
font.computeGlyphAdvancesAndPositions(text, advances, post);
final TextButtonStyle style = new TextButtonStyle();
style.font = font;
/*-------- List Text --------*/
for (int i = 0; i < text.length(); i++) {
listchar[i] = new TextButton(String.valueOf(text.charAt(i)), style);
listchar[i].setTransform(true);
listchar[i].setPosition(x + post.get(i), y);
listchar[i].setOrigin(advances.get(i) / 2,
listchar[i].getHeight() / 4);
stage.addActor(listchar[i]);
}
Gdx.input.setInputProcessor(stage);
/*-------- Drop Effect Adapter --------*/
TextButton drop = new TextButton("drop", style);
drop.setPosition(0, 10);
drop.addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
dropText();
}
});
stage.addActor(drop);
/*-------- Spin effect Adapter --------*/
TextButton spin = new TextButton("spin", style);
spin.setPosition(0, 100f);
spin.addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
spinText();
}
});
stage.addActor(spin);
/*-------- Appear effect Adapter --------*/
TextButton appear = new TextButton("appear", style);
appear.setPosition(0, 300f);
appear.addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
appearText();
}
});
stage.addActor(appear);
}
// ///////////////////////////////////////////////////////////////
// Reset Param of a char in text
// ///////////////////////////////////////////////////////////////
private void resetText() {
for (int i = 0; i < text.length(); i++) {
listchar[i].setPosition(x + post.get(i), y);
listchar[i].setOrigin(advances.get(i) / 2,
listchar[i].getHeight() / 4);
listchar[i].setColor(0, 0, 0, 1);
listchar[i].setScale(1f);
}
}
private void dropText() {
resetText();
for (int i = 0; i < text.length(); i++) {
listchar[i].setY(y + 200f);
listchar[i].setColor(0, 0, 0, 0);
listchar[i].addAction(Actions.delay(
delay * i,
Actions.parallel(Actions.alpha(1, time), Actions.moveTo(x
+ post.get(i), y, time, Interpolation.bounceOut))));
}
}
private void spinText() {
resetText();
for (int i = 0; i < text.length(); i++) {
listchar[i].addAction(Actions.delay(delay * i,
Actions.rotateBy(360f, time * 5, Interpolation.elastic)));
}
}
private void appearText(){
resetText();
for (int i=0; i<text.length(); i++){
listchar[i].setScale(0f);
listchar[i].setColor(0, 0, 0, 0);
listchar[i].addAction(Actions.delay(delay*i, Actions.parallel(Actions.alpha(1, time), Actions.scaleTo(1, 1, time, Interpolation.swingOut))));
}
}
@Override
public void dispose() {
}
@Override
public void render() {
Gdx.gl.glClearColor(0, 0, 1, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
stage.act(Gdx.graphics.getDeltaTime());
stage.draw();
}
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
}
從libGDX
1.5.6版本 libGDX
, 刪除了方法BitmapFont.computeGlyphAdvancesAndPositions
以支持GlyphLayout
。
BitmapFont.computeGlyphAdvancesAndPositions
返回2個數組,其中包含給定CharSequence
的字符的BitmapFont.computeGlyphAdvancesAndPositions
和position。
要使用GlyphLayout
檢索相同的信息:
創建一個GlyphLayout
對象並設置所需的字體和文本:
GlyphLayout layout = new GlyphLayout(); layout.setText(font, text);
提供的文本將根據換行符分為“運行”; 如果沒有換行符,整個文本將存儲在第一次運行中:
GlyphRun run = layout.runs.get(0);
GlyphRun
包含xAdvances
,它與BitmapFont.computeGlyphAdvancesAndPositions
返回的BitmapFont.computeGlyphAdvancesAndPositions
數組BitmapFont.computeGlyphAdvancesAndPositions
; 區別在於數組的第一個位置包含相對於繪圖位置的X偏移,而第i-th
字符的實際前進寬度位於數組i-th + 1
元素中:
float startingOffset = run.xAdvances.get(0); float ithAdvance = run.xAdvances.get(i + 1);
不幸的是,文本的單個字符的位置不再容易獲得,但我們可以通過添加前面字符的前進來獲得它們:
float[] positions = new float[text.length()]; for (int i = 0; i < positions.length; i++) { if (i == 0) { // first position is the starting offset positions[0] = run.xAdvances.get(0); } else { // current position is the previous position plus its advance positions[i] = positions[i - 1] + run.xAdvances.get(i); } }
結論:
run.xAdvances.get(i + 1)
advances.get(i)
被run.xAdvances.get(i + 1)
取代 post.get(i)
由positions[i]
替換,如前所示(或以等效方式)獲得
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