java - Libgdx 视口(viewport)不拉伸(stretch)

标签 java android libgdx viewport stretching

我目前在 libgdx 中创建拉伸(stretch)ViewPort 时遇到问题。 正如您在图像中看到的,我添加了游戏屏幕并没有拉伸(stretch)到整个屏幕,并且有黑色空间。我想知道我做错了什么。 我提供了下面代码的相关部分。

此外,我还尝试在 oncreate 函数中将视口(viewport)分配到舞台中,如下所示: m_stage = new Stage(m_viewport);但在这种情况下,我遇到了黑屏并且没有渲染任何内容(尽管没有编译错误)。

有人可以指出我做错了什么或者我错过了什么吗? 提前致谢!

亲切的问候, 卡瓦斯塔

Example

package com.block.it;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.PerspectiveCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Image;
import com.badlogic.gdx.scenes.scene2d.utils.ClickListener;
import com.badlogic.gdx.utils.viewport.StretchViewport;

public class GameMenu implements Screen {

    private BlockIt m_blockIt;
    private Texture m_btexture = new Texture(Gdx.files.internal("mainmenu1.png"));
    private Image m_background = new Image(m_btexture);
    private Texture m_starttexture = new Texture(Gdx.files.internal("buttons/c_start.png"));
    private Image m_startGame = new Image(m_starttexture);
    private Texture m_optionstexture = new Texture(Gdx.files.internal("buttons/c_controls.png"));
    private Image m_options = new Image(m_optionstexture);
    private Texture m_highscoretexture = new Texture(Gdx.files.internal("buttons/c_highscores.png"));
    private Image m_highscore = new Image(m_highscoretexture);
    private Texture m_continueTexture = new Texture(Gdx.files.internal("buttons/c_resume_game.png"));
    private Image m_continue = new Image(m_continueTexture);
    private Texture m_playerIcon = new Texture(Gdx.files.internal("player/player_move_front.png"));
    private Image m_player = new Image(m_playerIcon);
    private int m_buttonPressed = -1;

    private boolean m_gameInProgress = false;

    private StretchViewport m_viewport;
    private PerspectiveCamera m_camera;
    private Stage m_stage = new Stage();

    public GameMenu(BlockIt blockIt, boolean gameInProgress) {
        m_blockIt = blockIt;

        m_camera = new PerspectiveCamera();
        m_viewport = new StretchViewport(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), m_camera);
        m_viewport.update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true);
        m_stage = new Stage();

    }

    @Override
    public void show() {

        if (!m_gameInProgress) {
            m_startGame.setX(227);
            m_startGame.setY(270);
            m_startGame.addListener(new ClickListener() {
                @Override
                public void touchUp(InputEvent event, float x, float y, int pointer, int button) {
                    // m_blockIt.startNewGame();
                }

                @Override
                public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
                    // switch to a new texture
                    /*Texture newTexture = new Texture(Gdx.files.internal("buttons/c_new_game.png"));
                    m_startGame.setDrawable(new SpriteDrawable(new Sprite(newTexture)));
                     */
                    m_player.setX(-64);
                    m_player.setY(300);
                    m_stage.addActor(m_player);
                    m_buttonPressed = 0;
                    return true;
                }
            });

        } else {
            m_continue.setX(227);
            m_continue.setY(270);
            m_continue.addListener(new ClickListener() {
                @Override
                public void touchUp(InputEvent event, float x, float y, int pointer, int button) {
                }


            });

        } 

        m_stage.addActor(m_background); //adds the image as an actor to the stage

        if (m_gameInProgress) {
            m_stage.addActor(m_continue);
        } else {
            m_stage.addActor(m_startGame);
        }

        Gdx.input.setInputProcessor(m_stage);

    }

    @Override
    public void render(float delta) {
        m_camera.update();

        Gdx.gl.glClearColor(0, 0, 0, 1); //sets clear color to black
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); //clear the batch

        m_stage.act(); //update all actors
        m_stage.draw(); //draw all actors on the Stage.getBatch()
    }



    @Override
    public void resize(int width, int height
    ) {
    }

    @Override
    public void pause() {
    }

    @Override
    public void resume() {
    }

    @Override
    public void hide() {

    }

    @Override
    public void dispose() {    
    }

}

最佳答案

您必须将相机和视口(viewport)设置为您用于对世界进行编程的值: 例如。如果你的世界是800*480:

camera = new OrthographicCamera(800,480);
fitViewport = new FitViewport(800, 480, camera);

关于java - Libgdx 视口(viewport)不拉伸(stretch),我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/40697635/

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