如何使用libgdx正确实现一个对话框

Mol*_*eke 5 java dialog libgdx

我正在努力在我的程序中实现一个对话框.主程序不使用阶段.但是当用户的生命值为0时,我想弹出一个重启游戏或退出游戏的对话框.

我使用以下代码为Dialog创建了一个单独的类.

public class GameOver {

    //dialog game over
    private Dialog dlgGameOver;
    private Skin skin;
    private Stage stage;
    private TextButton btnMain;
    private TextButton btnTryAgain;
    private GameScreen gameScreen;

    public GameOver(final GameScreen gameScreen){
        //create the game over dialog
        this.gameScreen = gameScreen;
        skin = new Skin(Gdx.files.internal("uiskin.json"));
        dlgGameOver = new Dialog(" ",skin);
        stage = new Stage();
        btnMain = new TextButton("Main", skin);
        btnTryAgain = new TextButton("Try Again", skin);
        dlgGameOver.text("Game over!");
        dlgGameOver.button(btnTryAgain);
        dlgGameOver.button(btnMain);
        dlgGameOver.show(stage);
        btnMain.addListener(new ChangeListener() {
            @Override
            public void changed(ChangeEvent event, Actor actor) {
                System.out.println("Button Pressed");
            }
        });
        btnTryAgain.addListener(new ChangeListener() {
            @Override
            public void changed(ChangeEvent event, Actor actor) {
                gameScreen.setIntLives(3);
                gameScreen.setIntScore(0);
                System.out.println("Button Pressed");
            }
        });
        Gdx.input.setInputProcessor(stage);

    }

    public Stage getStage() {
        return stage;
    }
}
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主游戏画面不使用舞台.在更新方法中,如果livers为0,则创建GameOver类

if(intLives == 0) {
    if(!boolGameOver) {
        dlgGameOver = new GameOver(this);
        boolGameOver = true;
    } else if(intLives !=0) {
        boolGameOver = false;
    }
}
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在渲染方法中,我画了舞台

if(intLives == 0) {
    dlgGameOver.getStage().draw();
} else { 
    //<rest of normal update code follows here>
}
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这在第一次创建对话框时非常有效.点击重启时,游戏将重新启动(或实际重置分数和生命).但是,第二次用完时,对话框会按预期显示,但按钮将不起作用.不知怎的,似乎clicklistener第二次没有初始化.

我在这里做了一些根本错误的事吗?如果我的方法完全错误,我也很高兴听到它.

Pin*_*irl 10

Dialog类有点不直观,没有仔细看.

这就是我提供一个小工作示例的原因:

import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Dialog;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.utils.Timer;
import com.badlogic.gdx.utils.Timer.Task;

public class TestGame extends ApplicationAdapter
{
    Dialog  endDialog;

    Skin    skin;
    Stage   stage;

    @Override
    public void create()
    {
        skin = new Skin(Gdx.files.internal("uiskin.json"));

        stage = new Stage();

        Gdx.input.setInputProcessor(stage);

        endDialog = new Dialog("End Game", skin)
        {
            protected void result(Object object)
            {
                System.out.println("Option: " + object);
                Timer.schedule(new Task()
                {

                    @Override
                    public void run()
                    {
                        endDialog.show(stage);
                    }
                }, 1);
            };
        };

        endDialog.button("Option 1", 1L);
        endDialog.button("Option 2", 2L);

        Timer.schedule(new Task()
        {

            @Override
            public void run()
            {
                endDialog.show(stage);
            }
        }, 1);

    }

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

        stage.act();
        stage.draw();

    }

    @Override
    public void dispose()
    {
        stage.dispose();
    }
}
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每次单击"对话框"选项(选项1或选项2)时,结果对象将打印在system.out(此处为1L或2L,可以是任何对象)上,对话框将在1秒后再次显示.

uiskin取自libgdx测试.

为了使其更符合您的需求,您可以将结果方法更改为:

protected void result(Object object)
{
    if (object.equals(1L))
    {
        gameScreen.setIntLives(3);
        gameScreen.setIntScore(0);
        System.out.println("Button Pressed");
    } else {
        // Goto main menut
    }
};
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并添加如下按钮:

endDialog.button("Retry", 1L);
endDialog.button("Main Menu", 2L);
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请注意,Dialog类仅实例化一次.(所以我的评论不正确)


只是为了让您了解可以用它做什么:

由于可以使用任何对象,您可以使用反射:

try
{
    endDialog.button("doX",
            ClassReflection.getDeclaredMethod(this.getClass(), "doX"));
    endDialog.button("doY",
            ClassReflection.getDeclaredMethod(this.getClass(), "doY"));
} catch (ReflectionException e)
{
    // TODO Auto-generated catch block
    e.printStackTrace();
}
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结果方法如下:

protected void result(Object object)
{
    try
    {
        ((Method) object).invoke(TestGame.this);
    } catch (ReflectionException e)
    {
        // TODO Auto-generated catch block
        e.printStackTrace();
    }
};
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现在您只需要实现这些方法:

public void doX()
{
    System.out.println("doX");
}

public void doY()
{
    System.out.println("doY");
}
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只是为了给你一些想法.

  • 什么?为何在这里使用反射?O_O (4认同)