我正在使用libgdx进行2D游戏,并将六角形演员添加到一个组中,然后将其添加到舞台中.对于普通相机,您可以camera.zoom在渲染方法中使用它来放大和缩小以及camera.translate在世界各地进行平移.
我一直在使用舞台使用的相机stage.getCamera(),我仍然可以打电话,stage.getcamera().translate但没有stage.getCamera().zoom选择.
这是我的代码:
//import statements
public class HexGame implements ApplicationListener{
private Stage stage;
private Texture hexTexture;
private Group hexGroup;
private int screenWidth;
private int screenHeight;
@Override
public void create() {
hexTexture = new Texture(Gdx.files.internal("hex.png"));
screenHeight = Gdx.graphics.getHeight();
screenWidth = Gdx.graphics.getWidth();
stage = new Stage(new ScreenViewport());
hexGroup = new HexGroup(screenWidth,screenHeight,hexTexture);
stage.addActor(hexGroup);
}
@Override
public void dispose() {
stage.dispose();
hexTexture.dispose();
}
@Override
public void render() {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.act(Gdx.graphics.getDeltaTime());
stage.draw();
handleInput();
stage.getCamera().update();
} …Run Code Online (Sandbox Code Playgroud) 我知道标题没有意义,但我想不出如何更好地说话,请耐心等待.
我正在使用java与LibGDX,我正在尝试从保存的像素图加载数据,以在屏幕上呈现地图.在像素图中,每个像素代表六边形的颜色(地图是六边形网格).
问题是:我将数据(特别是颜色)从像素图加载到我称为HexInfo的类的数组中.但是,当我将此数组传递给另一个类以便在我的屏幕上绘制它时,数组中的每个HexInfo项目的颜色都为黑色.以下是一切设置的方法
hexInfo = new HexInfo[cols][rows];
for (int i = 0; i < cols; i++)
{
for (int j = 0; j < rows; j++)
{
Color.rgba8888ToColor(color, savedScreenData.getPixel(i, j));
hexInfo[i][j] = new HexInfo(i,j);
hexInfo[i][j].setColour(color);
hexInfo[i][j].setIsVisible(true);
hexInfo[i][j].setIsOccupied(true);
//It is definitely set because this gives the correct colours
System.out.println(hexInfo[i][j].getColour());
}
}
mapScreen = new MapScreen(hexInfo);
Run Code Online (Sandbox Code Playgroud)
这里^,屏幕上打印的getColour是正确的.
然后,在MapScreen类中,我为每个hexInfo使用for循环来获取getColour:
public MapScreen(HexInfo[][] hexInfo)
{
cols = hexInfo.length;
rows = hexInfo[0].length;
for (int i = 0; i < cols; i++) {
for (int j = …Run Code Online (Sandbox Code Playgroud)