在 libgdx 上应用 运行 时保留图像

Stay images while app running on libgdx

我是 LibGdx 的新手,但想 learn.anyway 这是我的问题。 我有代表 user.It 生命的心形图标 启动 side.My 旁边的 3 个心形图标 问题是,我无法显示这些图标,而 App running.It 仅在开始时显示游戏突然 disappers.How 我可以在游戏中保留生命图标(心形图标),而 运行 应用程序。 这是我的代码。

游戏构造

GameAreaScreen(final MyGdxGame game){

        camera = new OrthographicCamera();
        camHeight = Gdx.graphics.getHeight();//400
        camWidh = Gdx.graphics.getWidth();//800
        cany=camHeight;
        camera.setToOrtho(false, camWidh, camHeight);
        iconSize=64f;
        canlar= new Array<Can>();
        canlar.add(new Can());canlar.add(new Can());canlar.add(new Can());
        _game= game;
        create(); 
    }

和我的渲染

@Override
    public void render(float delta) {

        //render
        GL20 gl = Gdx.graphics.getGL20();
         gl.glClear(GL20.GL_COLOR_BUFFER_BIT); 
        camera.update();

        // tell the SpriteBatch to render in the
        // coordinate system specified by the camera.
        _game.batch.setProjectionMatrix(camera.combined);
        _game.batch.begin();
        _game.font.setColor(Color.BLACK);
        _game.batch.draw(pointsbgImage,camWidh-iconSize, camHeight-iconSize);
        _game.font.draw(_game.batch,String.valueOf(dropsGathered), camWidh-iconSize/2f,camHeight-iconSize/2f );
        _game.batch.end();
        _game.batch.begin();
        for (Can eleman : canlar) {
               _game.batch.draw(eleman.canImageTexture, canx+iconSize,cany-iconSize);
                drawRect2(canx+iconSize, cany-iconSize, iconSize/2f, iconSize/2f, 1, eleman.canImageTexture);
                canx+=iconSize;

            }
        _game.batch.end();
   .......
   .......

}

和我的Canclass代表生命

public class Can  {

    public Texture canImageTexture;
    public Can(){
        canImageTexture=(new Texture(Gdx.files.internal("data/heart.png")));
    }
}
canx+=iconSize;

是问题所在。它增加到无穷大,将图标移到屏幕外。在 render() 方法中将 canx 重置为某个起始值