舞台未绘制

Stage not being drawn

我正在拔头发试图弄清楚为什么这不起作用。

我只是想整理一个基本的选项菜单,但出于某种原因,舞台似乎没有吸引演员。

我试过将相同的演员创建​​代码放入另一个具有工作阶段的项目中,它绘制得很好,我已经仔细检查了这个项目和工作项目,寻找我想要的任何东西丢失,据我所知,工作代码中与阶段相关的所有内容也在这个代码中,但我得到的只是一个空白的黑屏 OptionsScreen.java。

这是有问题的 java 文件,OptionsScreen.java

package com.kittykazoo.screens;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Pixmap;
import com.badlogic.gdx.graphics.Pixmap.Format;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.CheckBox;
import com.badlogic.gdx.scenes.scene2d.ui.CheckBox.CheckBoxStyle;
import com.badlogic.gdx.scenes.scene2d.ui.Label;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton.TextButtonStyle;
import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener;
import com.badlogic.gdx.utils.viewport.StretchViewport;
import com.kittykazoo.gamehelpers.ScreenHandler;

public class OptionsScreen implements Screen {

    private ScreenHandler sh;

    private Stage stage;
    private Skin skin;

    private OrthographicCamera cam;
    private ShapeRenderer shapeRenderer;
    private SpriteBatch batch;

    private Label sfxVolValue;
    private Label musicVolValue;

    public OptionsScreen(ScreenHandler sh) {

        Gdx.app.log("OptionsScreen", "Attached");

        this.sh = sh;

        cam = new OrthographicCamera();
        cam.setToOrtho(true, 960, 600);

        shapeRenderer = new ShapeRenderer();
        shapeRenderer.setProjectionMatrix(cam.combined);
        batch = new SpriteBatch();
        batch.setProjectionMatrix(cam.combined);

        stage = new Stage();
        Gdx.input.setInputProcessor(stage);

        createOptions();

    }

    private void createOptions() {

        skin = new Skin();

        Pixmap pixmap = new Pixmap(100, 100, Format.RGBA8888);
        pixmap.setColor(Color.GREEN);
        pixmap.fill();

        skin.add("white", new Texture(pixmap));

        BitmapFont bfont = new BitmapFont();
        bfont.scale(1);
        skin.add("default", bfont);

        CheckBoxStyle checkBoxStyle = new CheckBoxStyle();
        checkBoxStyle.checkboxOff = skin.newDrawable("white", Color.WHITE);
        checkBoxStyle.checkboxOffDisabled = skin.newDrawable("white",
                Color.DARK_GRAY);
        checkBoxStyle.checkboxOn = skin.newDrawable("white", Color.WHITE);
        checkBoxStyle.checkboxOnDisabled = skin.newDrawable("white",
                Color.DARK_GRAY);
        checkBoxStyle.checked = skin.newDrawable("white", Color.WHITE);
        checkBoxStyle.font = skin.getFont("default");
        skin.add("default", checkBoxStyle);

        TextButtonStyle textButtonStyle = new TextButtonStyle();
        textButtonStyle.up = skin.newDrawable("white", Color.DARK_GRAY);
        textButtonStyle.down = skin.newDrawable("white", Color.DARK_GRAY);
        textButtonStyle.checked = skin.newDrawable("white", Color.BLUE);
        textButtonStyle.over = skin.newDrawable("white", Color.LIGHT_GRAY);
        textButtonStyle.font = skin.getFont("default");
        skin.add("default", textButtonStyle);

        final CheckBox checkBox = new CheckBox("Checkbox here", checkBoxStyle);
        checkBox.setPosition(100, 100);
        stage.addActor(checkBox);

        final TextButton textButton = new TextButton("UPDATE", textButtonStyle);
        textButton.setPosition(200, 200);
        stage.addActor(textButton);

        textButton.addListener(new ChangeListener() {
            public void changed(ChangeEvent event, Actor actor) {
                textButton.setText("Submitting...");
                sh.hideOptions();
            }
        });

    }

    @Override
    public void render(float delta) {

        // Black background
        Gdx.gl.glClearColor(0, 0, 0, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

        stage.act(Gdx.graphics.getDeltaTime());
        stage.draw();

    }

    @Override
    public void resize(int width, int height) {
        Gdx.app.log("OptionsScreen", "resizing");
        stage.setViewport(new StretchViewport(width, height));
    }

    @Override
    public void show() {
        Gdx.app.log("OptionsScreen", "show called");
    }

    @Override
    public void hide() {
        Gdx.app.log("OptionsScreen", "hide called");
    }

    @Override
    public void pause() {
        Gdx.app.log("OptionsScreen", "pause called");
    }

    @Override
    public void resume() {
        Gdx.app.log("OptionsScreen", "resume called");
    }

    @Override
    public void dispose() {
        stage.dispose();
        skin.dispose();
    }

}

我想我一定遗漏了一些非常明显的东西。如果有人能告诉我哪里出错了,我将不胜感激!

public void resize(int width, int height) {
    stage.setViewport(new StretchViewport(width, height));
}

这在很多方面都是完全错误的。首先,由于垃圾收集器,您不想在每次调整大小时都创建一个新的视口。

此外,使用新的屏幕宽度和高度创建 StretchViewport 会使 StretchViewport 变得无用,因为它基本上表现得像 ScreenViewport。请务必阅读 Viewports wiki article 以了解不同视口的工作原理。

最后但并非最不重要的是,你的舞台没有画出来的原因也隐藏在其中。 UI Stage 需要让相机居中,否则无法正确渲染。

那么您要做的是:

public void resize(int width, int height) {
    stage.getViewport().update(width, height, true);
}