java - 使用箭头键或 Controller 导航 MainMenu

标签 java libgdx ouya

我正在尝试使用箭头键或通过 Controller 上的方向键使我的菜单可导航。到目前为止,我运气不好。

问题是:有人可以指导我如何使我的当前菜单或任何 libgdx 菜单键盘可访问吗?

我对某些东西有点菜鸟,而且我有 Javascript 背景。

这是我正在尝试做的一个例子:

http://dl.dropboxusercontent.com/u/39448/webgl/qb/qb.html

对于一个简单的菜单,你可以只添加几个按钮,它开箱即用,使用这个:

http://www.sadafnoor.com/blog/how-to-create-simple-menu-in-libgdx/

或者您可以使用我的代码,但我使用了很多自定义样式。

这是我的代码示例:

import aurelienribon.tweenengine.Timeline;
import aurelienribon.tweenengine.Tween;
import aurelienribon.tweenengine.TweenManager;

import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.InputListener;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.scenes.scene2d.ui.Table;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.badlogic.gdx.scenes.scene2d.utils.Align;
import com.badlogic.gdx.scenes.scene2d.utils.ClickListener;
import com.project.game.tween.ActorAccessor;

public class MainMenu implements Screen {

 private SpriteBatch batch;
 private Sprite menuBG;
 private Stage stage;
 private TextureAtlas atlas;
 private Skin skin;
 private Table table;
 private TweenManager tweenManager;

 @Override
 public void render(float delta) {
  Gdx.gl.glClearColor(0, 0, 0, 1);
  Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);


  batch.begin();
     menuBG.draw(batch);
  batch.end();

  //table.debug();


  stage.act(delta);
  stage.draw();
  //Table.drawDebug(stage);

  tweenManager.update(delta);
}

@Override
public void resize(int width, int height) {
  menuBG.setSize(width,  height);
  stage.setViewport(width, height, false);
  table.invalidateHierarchy();
}

@Override
public void resume() {

}

@Override
public void show() {

  stage = new Stage();

  Gdx.input.setInputProcessor(stage);

  batch = new SpriteBatch();

  atlas = new TextureAtlas("ui/atlas.pack");
  skin = new Skin(Gdx.files.internal("ui/menuSkin.json"), atlas);

  table = new Table(skin);
  table.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());


  // Set Background 
  Texture menuBackgroundTexture = new Texture("images/mainMenuBackground.png");
  menuBG = new Sprite(menuBackgroundTexture);
  menuBG.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());

  // Create Main Menu Buttons

  // Button Play
  TextButton buttonPlay = new TextButton("START", skin, "inactive");
  buttonPlay.addListener(new ClickListener() {
     @Override
     public void clicked(InputEvent event, float x, float y) {
        ((Game) Gdx.app.getApplicationListener()).setScreen(new LevelMenu());
     }
  });

  buttonPlay.addListener(new InputListener() {
       public boolean keyDown (InputEvent event, int keycode) {
               System.out.println("down");
               return true;
       }
  });

  buttonPlay.padBottom(12);
  buttonPlay.padLeft(20);
  buttonPlay.getLabel().setAlignment(Align.left);

  // Button EXTRAS
     TextButton buttonExtras = new TextButton("EXTRAS", skin, "inactive");
    buttonExtras.addListener(new ClickListener() {
         @Override
         public void clicked(InputEvent event, float x, float y) {
             ((Game) Gdx.app.getApplicationListener()).setScreen(new ExtrasMenu());
         }

    });
    buttonExtras.padBottom(12);
    buttonExtras.padLeft(20);
    buttonExtras.getLabel().setAlignment(Align.left);

    // Button Credits
     TextButton buttonCredits = new TextButton("CREDITS", skin, "inactive");
    buttonCredits.addListener(new ClickListener() {
         @Override
         public void clicked(InputEvent event, float x, float y) {
           ((Game) Gdx.app.getApplicationListener()).setScreen(new Credits());
         }

    });
    buttonCredits.padBottom(12);
    buttonCredits.padLeft(20);
    buttonCredits.getLabel().setAlignment(Align.left);

    // Button Settings
    TextButton buttonSettings = new TextButton("SETTINGS", skin, "inactive");
    buttonSettings.addListener(new ClickListener() {
         @Override
         public void clicked(InputEvent event, float x, float y) {
           ((Game) Gdx.app.getApplicationListener()).setScreen(new Settings());
         }

    });
    buttonSettings.padBottom(12);
    buttonSettings.padLeft(20);
    buttonSettings.getLabel().setAlignment(Align.left);

  // Button Exit
    TextButton buttonExit = new TextButton("EXIT", skin, "inactive");
  buttonExit.addListener(new ClickListener() {
     @Override
     public void clicked(InputEvent event, float x, float y) {
        Gdx.app.exit();
     }
  });
  buttonExit.padBottom(12);
  buttonExit.padLeft(20);
  buttonExit.getLabel().setAlignment(Align.left);


  // Adding Heading-Buttons to the cue
  table.add().width(190);
  table.add().width((table.getWidth() / 10) * 3);
  table.add().width((table.getWidth() / 10) * 5).height(140).spaceBottom(50);
  table.add().width(190).row();

  table.add().width(190);
  table.add(buttonPlay).spaceBottom(20).width(460).height(110);
  table.add().row();

  table.add().width(190);
  table.add(buttonExtras).spaceBottom(20).width(460).height(110);
  table.add().row();

  table.add().width(190);
  table.add(buttonCredits).spaceBottom(20).width(460).height(110);
  table.add().row();

  table.add().width(190);
  table.add(buttonSettings).spaceBottom(20).width(460).height(110);
  table.add().row();

  table.add().width(190);
  table.add(buttonExit).width(460).height(110);
  table.add().row();
  stage.addActor(table);

  // Animation Settings
  tweenManager = new TweenManager();
  Tween.registerAccessor(Actor.class, new ActorAccessor());


  // Heading and Buttons Fade In
  Timeline.createSequence().beginSequence()
     .push(Tween.set(buttonPlay, ActorAccessor.ALPHA).target(0))
     .push(Tween.set(buttonExtras, ActorAccessor.ALPHA).target(0))
     .push(Tween.set(buttonCredits, ActorAccessor.ALPHA).target(0))
     .push(Tween.set(buttonSettings, ActorAccessor.ALPHA).target(0))
     .push(Tween.set(buttonExit, ActorAccessor.ALPHA).target(0))

     .push(Tween.to(buttonPlay, ActorAccessor.ALPHA, .5f).target(1))
     .push(Tween.to(buttonExtras, ActorAccessor.ALPHA, .5f).target(1))
     .push(Tween.to(buttonCredits, ActorAccessor.ALPHA, .5f).target(1))
     .push(Tween.to(buttonSettings, ActorAccessor.ALPHA, .5f).target(1))
     .push(Tween.to(buttonExit, ActorAccessor.ALPHA, .5f).target(1))
     .end().start(tweenManager);

  tweenManager.update(Gdx.graphics.getDeltaTime());

}

public static Vector2 getStageLocation(Actor actor) {
   return actor.localToStageCoordinates(new Vector2(0, 0));
}

@Override
public void dispose() {
  stage.dispose();
  atlas.dispose();
  skin.dispose();
  menuBG.getTexture().dispose();
}

@Override
public void hide() {
  dispose();
}

@Override
public void pause() {

}

}

最佳答案

这是我自己想出来的!

我制作了一个 ControllerListener 来模拟 Scene2D 按钮期望的鼠标输入事件。至于使用箭头键控制它们,您可以轻松地将相同的方法应用于处理它们各自的键事件的新 InputProccessor。

public class MenuControllerListener implements ControllerListener {

private final Group buttonGroup;

private int currentButtonIndex = 0;

public MenuControllerListener(Group buttonGroup) {
    this.buttonGroup = buttonGroup;
}

@Override public void connected(Controller controller) { }
@Override public void disconnected(Controller controller) { }

@Override
public boolean buttonDown(Controller controller, int buttonCode) {
    if(buttonGroup.getChildren().size == 0) return false;
    if(controller.getName().toLowerCase().contains("xbox") &&
       controller.getName().contains("360")){
        switch(buttonCode) {
        case Xbox360Pad.BUTTON_A:
            Actor currentButton = buttonGroup.getChildren().get(currentButtonIndex);
            return clickButton(currentButton);
        }
    }
    return false;
}

@Override
public boolean buttonUp(Controller controller, int buttonCode) {
    if(buttonGroup.getChildren().size == 0) return false;
    if(controller.getName().toLowerCase().contains("xbox") &&
       controller.getName().contains("360")){
        switch(buttonCode) {
        case Xbox360Pad.BUTTON_A:
            Actor currentButton = buttonGroup.getChildren().get(currentButtonIndex);
            return releaseButton(currentButton);
        }
    }
    return false;
}

/**
 * Simulate button click down.
 * @param button
 * @return
 */
private boolean clickButton(Actor button) {
    InputEvent event = Pools.obtain(InputEvent.class);
    event.setType(Type.touchDown);
    event.setButton(Input.Buttons.LEFT);

    button.fire(event);
    boolean handled = event.isHandled();
    Pools.free(event);
    return handled;
}

/**
 * Simulate button click release.
 * @param button
 * @return
 */
private boolean releaseButton(Actor button) {
    InputEvent event = Pools.obtain(InputEvent.class);
    event.setType(Type.touchUp);
    event.setButton(Input.Buttons.LEFT);

    button.fire(event);
    boolean handled = event.isHandled();
    Pools.free(event);
    return handled;
}

@Override
public boolean axisMoved(Controller controller, int axisCode, float value) { return false; }

@Override
public boolean povMoved(Controller controller, int povCode, PovDirection value) {
    if(buttonGroup.getChildren().size == 0) return false;
    if(controller.getName().toLowerCase().contains("xbox") &&
       controller.getName().contains("360")){

        unselectButton(buttonGroup.getChildren().get(currentButtonIndex));

        switch(value) {
        case north:
        case west:
            currentButtonIndex--;
            break;
        case south:
        case east:
            currentButtonIndex++;
            break;
        default:
            break;
        }

        currentButtonIndex = currentButtonIndex % buttonGroup.getChildren().size;
        if(currentButtonIndex < 0) currentButtonIndex = buttonGroup.getChildren().size - 1;

        return selectButton(buttonGroup.getChildren().get(currentButtonIndex));
    }

    return false;
}

/**
 * Simulate mousing over a button.
 * @param button
 * @return
 */
private boolean selectButton(Actor button) {
    InputEvent event = Pools.obtain(InputEvent.class);
    event.setType(Type.enter);

    button.fire(event);
    boolean handled = event.isHandled();
    Pools.free(event);
    return handled;
}

/**
 * Simulate mousing off of a button.
 * @param button
 * @return
 */
private boolean unselectButton(Actor button) {
    InputEvent event = Pools.obtain(InputEvent.class);
    event.setType(Type.exit);

    button.fire(event);
    boolean handled = event.isHandled();
    Pools.free(event);
    return handled;
}

@Override public boolean xSliderMoved(Controller controller, int sliderCode, boolean value) { return false; }
@Override public boolean ySliderMoved(Controller controller, int sliderCode, boolean value) { return false; }
@Override public boolean accelerometerMoved(Controller controller, int accelerometerCode, Vector3 value) { return false; }
}

这需要您将按钮添加到表格中,示例使用:

TextButton.TextButtonStyle buttonStyle = new TextButton.TextButtonStyle();
buttonStyle.font = new BitmapFont();
buttonStyle.font.scale(2f);
buttonStyle.fontColor = Color.WHITE;
buttonStyle.overFontColor = Color.LIGHT_GRAY;
buttonStyle.downFontColor = Color.GRAY;

newGameButton = new TextButton("New Game", buttonStyle);
continueButton = new TextButton("Continue", buttonStyle);
optionsButton = new TextButton("Options", buttonStyle);
exitButton = new TextButton("Exit", buttonStyle);

Table buttonGroup = new Table();
buttonGroup.setFillParent(true);
buttonGroup.align(Align.center);
buttonGroup.add(newGameButton);
buttonGroup.row();
buttonGroup.add(continueButton);
buttonGroup.row();
buttonGroup.add(optionsButton);
buttonGroup.row();
buttonGroup.add(exitButton);

stage.addActor(buttonGroup);

Controllers.addListener(new MenuControllerListener(buttonWrapper));

关于java - 使用箭头键或 Controller 导航 MainMenu,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/19620135/

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