为什么当我调试我的表(在我的阶段中是一个参与者)时,小部件的方向是镜像的

nxagd54h  于 2021-07-08  发布在  Java
关注(0)|答案(0)|浏览(159)

我正在使用libgdx scene2d.ui库创建一个stage和一个表作为actor。我使用宽度和高度的最终变量创建了一个fitviewport。我也在使用fillviewports正交摄影机。当我在我的表上运行debug时,widgets单元格被镜像到其余的单元格。
我已经阅读了scene2d.ui上的文档和wiki,尽可能多地阅读了widget、表、stage以及与我的问题无关的内容。我想这可能是一个缩放的事情,比如如果小部件比单元格边界大,但是我用minwidth和perfwidth缩小了小部件,没有任何变化。我尝试了不同的视角,尝试了一个独立的正交相机,尝试了不同的皮肤,所有的屏幕都是这样
[我的表调试图片][1]
一切似乎都正常,但我的强迫症让我发疯了。如果有人能给我点刺激那就太棒了。或者只是告诉我,这是矩阵中的一个小故障,它不会引起问题,继续我的编码。
这是我的游戏屏幕管理器代码

package com.armadillo.game.screens;

import com.armadillo.game.Arma;
import com.badlogic.gdx.utils.viewport.FitViewport;
import com.badlogic.gdx.utils.viewport.Viewport;

public class GameScreenManager {
    private Arma game;
    //viewport variables
    protected Viewport screensViewport;
    protected Viewport playViewport;

    //screen variables
    private LoadingScreen loadingScreen;
    private MenuScreen menuScreen;
    private PlayScreen playScreen;
    private OptionsScreen optionsScreen;
    private HighScoreScreen highScoreScreen;
    private PauseScreen pauseScreen;
    private GameOverScreen gameoverScreen;

    //screen switch values
    public final static int MENU = 0;
    public final static int PLAY = 1;
    public final static int OPTIONS = 2;
    public final static int HIGH_SCORE = 3;
    public final static int PAUSE = 4;
    public final static int GAMEOVER = 5;

    public GameScreenManager(Arma game) {
        this.game = game;
        //create and apply viewport with a OrthographicCamera centered to the viewport
        screensViewport = new FitViewport(Arma.GAME_WORLD_WIDTH , Arma.GAME_WORLD_HEIGHT );
        screensViewport.apply(true);

        //create, set and initiate the screen to loadingScreen
        loadingScreen = new LoadingScreen(this.game, this);
        this.game.setScreen(loadingScreen);

    }

    //method used to switch states of screens
    public void changeScreen(int screen) {
        switch (screen) {
            case MENU:
                if (menuScreen == null)
                    menuScreen = new MenuScreen(this.game, this);
                this.game.setScreen(menuScreen);
                break;
            case PLAY:
                if (playScreen == null)
                    playScreen = new PlayScreen(this.game, this);
                this.game.setScreen(playScreen);
                break;
            case OPTIONS:
                if (optionsScreen == null)
                    optionsScreen = new OptionsScreen(this.game, this);
                this.game.setScreen(optionsScreen);
                break;
            case HIGH_SCORE:
                if (highScoreScreen == null)
                    highScoreScreen = new HighScoreScreen(this.game, this);
                this.game.setScreen(highScoreScreen);
                break;
            case PAUSE:
                if (pauseScreen == null)
                    pauseScreen = new PauseScreen(this.game, this);
                this.game.setScreen(pauseScreen);
                break;
            case GAMEOVER:
                if (gameoverScreen == null)
                    gameoverScreen = new GameOverScreen(this.game, this);
                this.game.setScreen(gameoverScreen);
                break;
        }
    }
}

这是我的选项屏幕代码

package com.armadillo.game.screens;

import com.armadillo.game.Arma;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.Event;
import com.badlogic.gdx.scenes.scene2d.EventListener;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.*;
import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener;

public class OptionsScreen implements Screen {
    //passed through variables
    private Arma game;
    private GameScreenManager gsm;

    //screen layout variables
    private Stage stage;
    private Table table;
    private Skin skin;
    private TextButton mainMenu;

    //Label variables
    private Label titleLabel;
    private Label volumeMusicLabel;
    private Label musicEnabledLabel;
    private Label volumeSoundLabel;
    private Label soundEnabledLabel;

    //slider and CheckBox variables
    private final Slider musicVolSlider;
    private final Slider soundVolSlider;
    private final CheckBox musicCheckBox;
    private final CheckBox soundCheckBox;

    public OptionsScreen(Arma game, GameScreenManager gsm) {
        this.game = game;
        this.gsm = gsm;

        //create the stage using screenViewport parameters
        stage = new Stage(gsm.screensViewport);
        table = new Table();
        table.top();
        table.setDebug(true);
        stage.addActor(table);

        //create the skin that will used for layout design
        skin = new Skin(Gdx.files.internal("skin/neon-ui2.json"));

        //create labels
        titleLabel = new Label("Options", skin);
        volumeMusicLabel = new Label("Music Volume", skin);
        musicEnabledLabel = new Label("Music", skin);
        volumeSoundLabel = new Label("Sound Volume", skin);
        soundEnabledLabel = new Label("Sound", skin);
        mainMenu = new TextButton("Main Menu", skin);

        //create and set Music and sound slider to adjust volume of the music
        musicVolSlider = new Slider(0, 1, 0.1f, false, skin);
        musicVolSlider.setValue(game.getOptions().getMusicVolume());
        soundVolSlider = new Slider(0, 1, 0.1f, false, skin);
        soundVolSlider.setValue(game.getOptions().getSoundVolume());

        //create and set music and sound CheckBox to controll music on and off
        musicCheckBox = new CheckBox("ON/OFF", skin);
        musicCheckBox.setChecked(game.getOptions().isMusicEnabled());
        soundCheckBox = new CheckBox("ON/OFF", skin);
        soundCheckBox.setChecked(game.getOptions().isSoundEnabled());

        //sets the table size to its parrent wich is the stage
        table.setFillParent(true);

        //add labels sliders and checkBox's to table
        table.add(titleLabel);
        table.row();

        table.add(musicEnabledLabel);
        table.add(musicCheckBox);
        table.row();

        table.add(volumeMusicLabel);
        table.add(musicVolSlider);
        table.row();

        table.add(soundEnabledLabel);
        table.add(soundCheckBox);
        table.row();

        table.add(volumeSoundLabel);
        table.add(soundVolSlider);
        table.row();

        table.add(mainMenu).size(320, 60);

    }

    @Override
    public void show() {
        //set the stage to accept input
        Gdx.input.setInputProcessor(stage);

        //takes input from user and activates skin changes
        mainMenu.addListener(new ChangeListener() {
            @Override
            public void changed(ChangeEvent event, Actor actor) {
                gsm.changeScreen(gsm.MENU);

            }
        });

        //an input from user to register sliders and checkboxes
        musicVolSlider.addListener(new EventListener() {
            @Override
            public boolean handle(Event event) {
                game.getOptions().setMusicVol(musicVolSlider.getValue());
                return false;
            }
        });

        soundVolSlider.addListener(new EventListener() {
            @Override
            public boolean handle(Event event) {
                game.getOptions().setSoundVol(soundVolSlider.getValue());
                return false;
            }
        });

        musicCheckBox.addListener(new EventListener() {
            @Override
            public boolean handle(Event event) {
                boolean enabled = musicCheckBox.isChecked();
                game.getOptions().setMusicEnabled(enabled);
                return false;
            }
        });

        musicCheckBox.addListener(new EventListener() {
            @Override
            public boolean handle(Event event) {
                boolean enabled = soundCheckBox.isChecked();
                game.getOptions().setSoundEnabled(enabled);
                return false;
            }
        });

    }

    @Override
    public void render(float delta) {
        //sets background color and clears screen
        Gdx.gl.glClearColor(0, .1f, 0, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

        //draws the stage and all its components
        stage.act(Gdx.graphics.getDeltaTime());
        stage.draw();
    }

    @Override
    public void resize(int width, int height) {
        //updates viewport and camera adjusting sizes localy
        stage.getViewport().update(width, height, true);

    }

    @Override
    public void pause() {

    }

    @Override
    public void resume() {

    }

    @Override
    public void hide() {

    }

    @Override
    public void dispose() {
        //dispose of the stage helps with memory leaks and garbage collection
        stage.dispose();

    }
}

这是我的主要职业

package com.armadillo.game;

import com.armadillo.game.screens.*;
import com.badlogic.gdx.Game;
import com.badlogic.gdx.assets.AssetManager;
import com.badlogic.gdx.audio.Music;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;

public class Arma extends Game {
    //the game world size
    public static final int GAME_WORLD_WIDTH = 1600;
    public static final int GAME_WORLD_HEIGHT = 900;

    //assetmanger for music sound
    public static AssetManager manager;

    //Options object used to access option preferences
    private GameOptions options;

    //entity variables
    public SpriteBatch batch;
    public BitmapFont font;
    public OrthographicCamera camera;
    public Texture img;

    private Music music;

    @Override
    public void create() {
        //create entities
        batch = new SpriteBatch();
        font = new BitmapFont();
        manager = new AssetManager();
        options = new GameOptions();
        manager.load("audio/music.wav", Music.class);
        manager.finishLoading();
        music = manager.get("audio/music.wav", Music.class);

        //create and initiate the GameScreenManager
        GameScreenManager gsm = new GameScreenManager(this);
    }

    public GameOptions getOptions() {
        return this.options;
    }

    @Override
    public void render() {
        super.render();
        //constantly check audio options
        music.setVolume(options.getMusicVolume());
        if (options.isMusicEnabled()) {
            music.play();
        } else if (!options.isMusicEnabled()){
            music.stop();
        }

    }

    @Override
    public void dispose() {
        //dispose of the stage, batch and manager. helps with memory leaks and garbage collection
        batch.dispose();
        music.dispose();
        manager.dispose();

    }
}

  [1]: https://i.stack.imgur.com/AOeWx.png

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