AddListener 到 LibGdx Scene2d 中 actor 的特定位置
AddListener to a specific position of an actor in LibGdx Scene2d
我有这个 actor HintsWindow,它包含 3 个 TextureRegions(背景、取消、继续)。
public class HintsWindow extends Actor {
TextureRegion bg;
TextureRegion cancel;
TextureRegion proceed;
public HintsWindow() {
bg = new TextureRegion(Gdx.files.internal("background.png"));
cancel = new TextureRegion(Gdx.files.internal("cancel.png"));
proceed = new TextureRegion(Gdx.files.internal("proceed.png"));
}
@Override
public void draw(Batch batch, float parentAlpha) {
Color color = getColor();
batch.setColor(color.r, color.g, color.b, color.a * parentAlpha);
batch.draw(bg, 171.031f, 484.090f);
batch.draw(cancel, 234.837f, 542.926f);
batch.draw(proceed, 407.900f, 542.926f);
}
}
Drawing TextureRegions 工作正常,但这是我的问题:
是否可以将 addListener 不添加到整个 actor,而是取消并继续,以便它们像按钮一样工作?
类似的东西:
addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
// if proceed pressed --> do something
// else if cancel pressed --> addAction(Actions.fadeOut(1.0f));
}
});
您可以让 HintsWindow
包含 Actors 而不是 TextureRegions。
将它们更改为图像。
public class HintsWindow extends Actor {
Image bg;
Image cancel;
Image proceed;
public HintsWindow() {
bg = new Image(new TextureRegion(Gdx.files.internal("background.png")));
cancel = new Image(new TextureRegion(Gdx.files.internal("cancel.png")));
proceed = new Image(new TextureRegion(Gdx.files.internal("proceed.png")));
// here you can add listener
cancel.addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
// if proceed pressed --> do something
// else if cancel pressed --> addAction(Actions.fadeOut(1.0f));
}
});
}
@Override
public void draw(Batch batch, float parentAlpha) {
Color color = getColor();
color.set(color.r, color.g, color.b, color.a * parentAlpha);
bg.setColor(color);
cancel.setColor(color);
proceed.setColor(color);
}
}
我有这个 actor HintsWindow,它包含 3 个 TextureRegions(背景、取消、继续)。
public class HintsWindow extends Actor {
TextureRegion bg;
TextureRegion cancel;
TextureRegion proceed;
public HintsWindow() {
bg = new TextureRegion(Gdx.files.internal("background.png"));
cancel = new TextureRegion(Gdx.files.internal("cancel.png"));
proceed = new TextureRegion(Gdx.files.internal("proceed.png"));
}
@Override
public void draw(Batch batch, float parentAlpha) {
Color color = getColor();
batch.setColor(color.r, color.g, color.b, color.a * parentAlpha);
batch.draw(bg, 171.031f, 484.090f);
batch.draw(cancel, 234.837f, 542.926f);
batch.draw(proceed, 407.900f, 542.926f);
}
}
Drawing TextureRegions 工作正常,但这是我的问题:
是否可以将 addListener 不添加到整个 actor,而是取消并继续,以便它们像按钮一样工作?
类似的东西:
addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
// if proceed pressed --> do something
// else if cancel pressed --> addAction(Actions.fadeOut(1.0f));
}
});
您可以让 HintsWindow
包含 Actors 而不是 TextureRegions。
将它们更改为图像。
public class HintsWindow extends Actor {
Image bg;
Image cancel;
Image proceed;
public HintsWindow() {
bg = new Image(new TextureRegion(Gdx.files.internal("background.png")));
cancel = new Image(new TextureRegion(Gdx.files.internal("cancel.png")));
proceed = new Image(new TextureRegion(Gdx.files.internal("proceed.png")));
// here you can add listener
cancel.addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
// if proceed pressed --> do something
// else if cancel pressed --> addAction(Actions.fadeOut(1.0f));
}
});
}
@Override
public void draw(Batch batch, float parentAlpha) {
Color color = getColor();
color.set(color.r, color.g, color.b, color.a * parentAlpha);
bg.setColor(color);
cancel.setColor(color);
proceed.setColor(color);
}
}