libgdx 个按钮不可点击
libgdx buttons not clickable
我当前的 libGDX 项目有问题。
游戏从主菜单开始,您可以在其中单击两个按钮。开始游戏后,可以通过Esc暂停,进入暂停界面,和主菜单很像。
我不知道为什么,但暂停屏幕中的按钮不可点击。
这是有问题的游戏画面代码:
public class GameScreen implements Screen{
private Texture[] monsterTextures = {Assets.manager.get(("Ressources/DemonHunter.jpg"), Texture.class), Assets.manager.get(("Ressources/WingedDemon.jpg"), Texture.class),
Assets.manager.get(("Ressources/Viking.jpg"), Texture.class), Assets.manager.get(("Ressources/DemonWarrior.jpg"), Texture.class)};
private Image[] monsterImages = {new Image(monsterTextures[0]), new Image(monsterTextures[1]), new Image(monsterTextures[2]), new Image(monsterTextures[3])};
private Stage gameStage = new Stage(), pauseStage = new Stage();
private Table table = new Table();
private Skin menuSkin = Assets.menuSkin;
private TextButton buttonContinue = new TextButton("Continue", menuSkin),
buttonExit = new TextButton("Exit", menuSkin);
private Label title = new Label ("Game", menuSkin);
private int randomMonster;
private int currentMonsterLife = 1 + (int)(Math.random() * ((5-1) + 1));
public static final int GAME_CREATING = 0;
public static final int GAME_RUNNING = 1;
public static final int GAME_PAUSED = 2;
private int gamestatus = 0;
@Override
public void show() {
randomMonster = 0 + (int)(Math.random() * ((3-0) + 1));
gameStage.addActor(monsterImages[randomMonster]);
}
public void newMonster() {
monsterImages[randomMonster].remove();
Gdx.gl.glClearColor(0,0,0,1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
randomMonster = 0 + (int)(Math.random() * ((3-0) + 1));
currentMonsterLife = 1 + (int)(Math.random() * ((5-1) + 1));
gameStage.addActor(monsterImages[randomMonster]);
}
@Override
public void render(float delta) {
if(Gdx.input.isKeyJustPressed(Keys.ESCAPE)) pauseGame();
if(gamestatus == GAME_CREATING) {
buttonContinue.addListener(new ClickListener(){
public void clicked(InputEvent event, float x, float y) {
Gdx.gl.glClearColor(0,0,0,1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
gamestatus = GAME_RUNNING;
}
});
buttonExit.addListener(new ClickListener(){
public void clicked(InputEvent event, float x, float y) {
Gdx.app.exit();
}
});
table.add(title).padBottom(40).row();
table.add(buttonContinue).size(150, 60).padBottom(20).row();
table.add(buttonExit).size(150, 60).padBottom(20).row();
table.setFillParent(true);
pauseStage.addActor(table);
Gdx.input.setInputProcessor(pauseStage);
Gdx.input.setInputProcessor(gameStage);
gamestatus = GAME_RUNNING;
}
if(gamestatus == GAME_RUNNING) {
Gdx.gl.glClearColor(0,0,0,1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
gameStage.act();
gameStage.draw();
if(Gdx.input.justTouched())currentMonsterLife -= 1;
if(currentMonsterLife == 0)newMonster();
}
if(gamestatus == GAME_PAUSED) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
pauseStage.act();
pauseStage.draw();
}
}
public void pauseGame() {
gamestatus = GAME_PAUSED;
}
@Override
public void resize(int width, int height) {
// TODO Auto-generated method stub
}
@Override
public void pause() {
pauseGame();
}
@Override
public void resume() {
// TODO Auto-generated method stub
}
@Override
public void hide() {
// TODO Auto-generated method stub
}
@Override
public void dispose() {
for(int i = 0; i < monsterTextures.length; i++) {
monsterTextures[i].dispose();
}
gameStage.dispose();
pauseStage.dispose();
menuSkin.dispose();
}
}
这里是主菜单的代码,按钮在这里工作:
public class MainMenu implements Screen {
private Stage stage = new Stage();
private Table table = new Table();
private Skin menuSkin = Assets.menuSkin;
private TextButton buttonPlay = new TextButton("Play", menuSkin),
buttonExit = new TextButton("Exit", menuSkin);
private Label title = new Label ("Hunt for Power", menuSkin);
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.act();
stage.draw();
}
@Override
public void show() {
buttonPlay.addListener(new ClickListener(){
public void clicked(InputEvent event, float x, float y) {
((Game)Gdx.app.getApplicationListener()).setScreen(new GameScreen());
}
});
buttonExit.addListener(new ClickListener(){
public void clicked(InputEvent event, float x, float y) {
Gdx.app.exit();
}
});
table.add(title).padBottom(40).row();
table.add(buttonPlay).size(150, 60).padBottom(20).row();
table.add(buttonExit).size(150, 60).padBottom(20).row();
table.setFillParent(true);
stage.addActor(table);
Gdx.input.setInputProcessor(stage);
}
@Override
public void resize(int width, int height) {
// TODO Auto-generated method stub
}
@Override
public void pause() {
// TODO Auto-generated method stub
}
@Override
public void resume() {
// TODO Auto-generated method stub
}
@Override
public void hide() {
dispose();
}
@Override
public void dispose() {
stage.dispose();
}
}
我真的希望有人能够找到解决这个问题的方法。
你好,乔什弗拉克斯
您设置 InputProcessor 的方式有点奇怪:
在 show() 方法中,您将 Stage stage
设置为 InputProcessor:
Gdx.input.setInputProcessor(stage);
到目前为止一切顺利,但在 render() 方法中,您将其设置为与按钮所在阶段不同的阶段!
Gdx.input.setInputProcessor(pauseStage);
Gdx.input.setInputProcessor(gameStage);
==> 从 render 方法中删除这段代码!此外,您不应该拥有其他看起来只应在 render() 方法内创建屏幕时才执行的代码。您的代码似乎导致阶段、按钮和表格重叠,并且不清楚当前将哪个阶段设置为 InputProcessor。
就像@donfuxx 说的,你不应该在 render()
方法中设置你的输入处理器,而是在 show()
.
中
并且一次只能设置一个输入处理器。您对 setInputProcessor
的第二次调用将替换第一次调用。如果你想要两个不同的阶段作为输入处理器,你必须将它们与 InputMultiplexer 结合起来:
public void show(){
Gdx.input.setInputProcessor(new InputMultiplexer(pauseStage, gameStage)); //list them in order of precedence
//...your other code
}
我当前的 libGDX 项目有问题。 游戏从主菜单开始,您可以在其中单击两个按钮。开始游戏后,可以通过Esc暂停,进入暂停界面,和主菜单很像。 我不知道为什么,但暂停屏幕中的按钮不可点击。 这是有问题的游戏画面代码:
public class GameScreen implements Screen{
private Texture[] monsterTextures = {Assets.manager.get(("Ressources/DemonHunter.jpg"), Texture.class), Assets.manager.get(("Ressources/WingedDemon.jpg"), Texture.class),
Assets.manager.get(("Ressources/Viking.jpg"), Texture.class), Assets.manager.get(("Ressources/DemonWarrior.jpg"), Texture.class)};
private Image[] monsterImages = {new Image(monsterTextures[0]), new Image(monsterTextures[1]), new Image(monsterTextures[2]), new Image(monsterTextures[3])};
private Stage gameStage = new Stage(), pauseStage = new Stage();
private Table table = new Table();
private Skin menuSkin = Assets.menuSkin;
private TextButton buttonContinue = new TextButton("Continue", menuSkin),
buttonExit = new TextButton("Exit", menuSkin);
private Label title = new Label ("Game", menuSkin);
private int randomMonster;
private int currentMonsterLife = 1 + (int)(Math.random() * ((5-1) + 1));
public static final int GAME_CREATING = 0;
public static final int GAME_RUNNING = 1;
public static final int GAME_PAUSED = 2;
private int gamestatus = 0;
@Override
public void show() {
randomMonster = 0 + (int)(Math.random() * ((3-0) + 1));
gameStage.addActor(monsterImages[randomMonster]);
}
public void newMonster() {
monsterImages[randomMonster].remove();
Gdx.gl.glClearColor(0,0,0,1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
randomMonster = 0 + (int)(Math.random() * ((3-0) + 1));
currentMonsterLife = 1 + (int)(Math.random() * ((5-1) + 1));
gameStage.addActor(monsterImages[randomMonster]);
}
@Override
public void render(float delta) {
if(Gdx.input.isKeyJustPressed(Keys.ESCAPE)) pauseGame();
if(gamestatus == GAME_CREATING) {
buttonContinue.addListener(new ClickListener(){
public void clicked(InputEvent event, float x, float y) {
Gdx.gl.glClearColor(0,0,0,1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
gamestatus = GAME_RUNNING;
}
});
buttonExit.addListener(new ClickListener(){
public void clicked(InputEvent event, float x, float y) {
Gdx.app.exit();
}
});
table.add(title).padBottom(40).row();
table.add(buttonContinue).size(150, 60).padBottom(20).row();
table.add(buttonExit).size(150, 60).padBottom(20).row();
table.setFillParent(true);
pauseStage.addActor(table);
Gdx.input.setInputProcessor(pauseStage);
Gdx.input.setInputProcessor(gameStage);
gamestatus = GAME_RUNNING;
}
if(gamestatus == GAME_RUNNING) {
Gdx.gl.glClearColor(0,0,0,1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
gameStage.act();
gameStage.draw();
if(Gdx.input.justTouched())currentMonsterLife -= 1;
if(currentMonsterLife == 0)newMonster();
}
if(gamestatus == GAME_PAUSED) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
pauseStage.act();
pauseStage.draw();
}
}
public void pauseGame() {
gamestatus = GAME_PAUSED;
}
@Override
public void resize(int width, int height) {
// TODO Auto-generated method stub
}
@Override
public void pause() {
pauseGame();
}
@Override
public void resume() {
// TODO Auto-generated method stub
}
@Override
public void hide() {
// TODO Auto-generated method stub
}
@Override
public void dispose() {
for(int i = 0; i < monsterTextures.length; i++) {
monsterTextures[i].dispose();
}
gameStage.dispose();
pauseStage.dispose();
menuSkin.dispose();
}
}
这里是主菜单的代码,按钮在这里工作:
public class MainMenu implements Screen {
private Stage stage = new Stage();
private Table table = new Table();
private Skin menuSkin = Assets.menuSkin;
private TextButton buttonPlay = new TextButton("Play", menuSkin),
buttonExit = new TextButton("Exit", menuSkin);
private Label title = new Label ("Hunt for Power", menuSkin);
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.act();
stage.draw();
}
@Override
public void show() {
buttonPlay.addListener(new ClickListener(){
public void clicked(InputEvent event, float x, float y) {
((Game)Gdx.app.getApplicationListener()).setScreen(new GameScreen());
}
});
buttonExit.addListener(new ClickListener(){
public void clicked(InputEvent event, float x, float y) {
Gdx.app.exit();
}
});
table.add(title).padBottom(40).row();
table.add(buttonPlay).size(150, 60).padBottom(20).row();
table.add(buttonExit).size(150, 60).padBottom(20).row();
table.setFillParent(true);
stage.addActor(table);
Gdx.input.setInputProcessor(stage);
}
@Override
public void resize(int width, int height) {
// TODO Auto-generated method stub
}
@Override
public void pause() {
// TODO Auto-generated method stub
}
@Override
public void resume() {
// TODO Auto-generated method stub
}
@Override
public void hide() {
dispose();
}
@Override
public void dispose() {
stage.dispose();
}
}
我真的希望有人能够找到解决这个问题的方法。 你好,乔什弗拉克斯
您设置 InputProcessor 的方式有点奇怪:
在 show() 方法中,您将 Stage stage
设置为 InputProcessor:
Gdx.input.setInputProcessor(stage);
到目前为止一切顺利,但在 render() 方法中,您将其设置为与按钮所在阶段不同的阶段!
Gdx.input.setInputProcessor(pauseStage);
Gdx.input.setInputProcessor(gameStage);
==> 从 render 方法中删除这段代码!此外,您不应该拥有其他看起来只应在 render() 方法内创建屏幕时才执行的代码。您的代码似乎导致阶段、按钮和表格重叠,并且不清楚当前将哪个阶段设置为 InputProcessor。
就像@donfuxx 说的,你不应该在 render()
方法中设置你的输入处理器,而是在 show()
.
并且一次只能设置一个输入处理器。您对 setInputProcessor
的第二次调用将替换第一次调用。如果你想要两个不同的阶段作为输入处理器,你必须将它们与 InputMultiplexer 结合起来:
public void show(){
Gdx.input.setInputProcessor(new InputMultiplexer(pauseStage, gameStage)); //list them in order of precedence
//...your other code
}