LibGdx, 如何处理触摸事件?

LibGdx, How to handle touch event?

我是 LibGdx 新手,正在尝试让我的冰淇淋图像可触摸。 我想知道如何设置输入过程(通过触摸屏幕)。 我需要再做一个 class 吗?当我尝试实现输入过程时 我的 Prac1 class、JAVA 不允许我在不更改 class 摘要的情况下实施。具体来说,我喜欢在用户触摸图像时制作它 ,它计算触摸的次数。这是我的代码,谢谢你的帮助。

import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;

public class Prac1 extends ApplicationAdapter {
    int w,h,tw,th =0;
    OrthographicCamera camera;
    SpriteBatch batch;
    Texture img;

    @Override
    public void create () {
        w = Gdx.graphics.getWidth();
        h = Gdx.graphics.getHeight();
        camera = new OrthographicCamera(w, h);
        camera.position.set(w/2, h/2, 0);
        camera.update();
        batch = new SpriteBatch();
        img = new Texture(Gdx.files.internal("iceCream.png"));
        tw = img.getWidth();
        th = img.getHeight();
    }

    @Override
    public void render () {
        Gdx.gl.glClearColor(0, 0, 0, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
        batch.begin();
        batch.draw(img, camera.position.x - (tw/2), camera.position.y - (th/2));
        batch.end();
    }
}

如果你想在 Class 中同时使用 ApplicationAdapterInputProcessor,你必须使用接口而不是抽象:将你的 class 签名更改为Prac1 implements ApplicationListener, InputProcessor

在此处查看完整教程: http://www.gamefromscratch.com/post/2013/10/24/LibGDX-Tutorial-5-Handling-Input-Touch-and-gestures.aspx

由于您需要从图像中获取触摸事件,因此可以使用 Stage 和 Actors 来实现。您需要创建一个舞台并使用您的纹理 Image,然后添加 Touchable 属性:

iceCreamImg.setTouchable(Touchable.enabled);
iceCreamImg.addListener(new InputListener() {
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button) {
    Gdx.app.debug(TAG, "touchDown()");
    // must return true for touchUp event to occur
    return true;
}
public void touchUp (InputEvent event, float x, float y, int pointer, int button) {
    Gdx.app.debug(TAG, "touchUp()");
}

并将图像添加到舞台。在渲染方法中你应该添加:

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

并使用

为您的舞台设置输入处理器
Gdx.input.setInputProcessor(stage);

您可以使用

InputProcessor
来处理用户输入。 像这样:-

import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.InputAdapter;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;

public class Prac1 extends ApplicationAdapter {
    float w,h,tw,th =0;
    OrthographicCamera camera;
    SpriteBatch batch;
    Sprite img;

    @Override
    public void create () {
        w = Gdx.graphics.getWidth();
        h = Gdx.graphics.getHeight();
        camera = new OrthographicCamera(w, h);
        camera.position.set(w/2, h/2, 0);
        camera.update();
        batch = new SpriteBatch();
        img = new Sprite(new Texture(Gdx.files.internal("iceCream.png")));

        tw = img.getWidth();
        th = img.getHeight();
        img.setBounds( camera.position.x - (tw/2), camera.position.y - (th/2),tw,th);
        Gdx.input.setInputProcessor(new InputAdapter(){

            @Override
            public boolean touchDown(int screenX, int screenY, int pointer, int button) {

                if(img.getBoundingRectangle().contains(screenX, screenY))
                       System.out.println("Image Clicked");

                return true;
            }

        });
    }

    @Override
    public void render () {
        Gdx.gl.glClearColor(0, 0, 0, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
        batch.begin();
        img.draw(batch);
        batch.end();
    }
}

用你的代码替换这段代码,你可以很容易地理解这里发生了什么。 您还可以实现

GestureListener
来处理手势事件。