【问题标题】:LibGDX Loading Screen Not WorkingLibGDX 加载屏幕不工作
【发布时间】:2016-01-04 19:14:55
【问题描述】:

我的 LibGDX 游戏在 java 中的加载屏幕上有这段代码:

public class LoadingScreen extends AbstractScreen {

    private Stage stage;

    private Image logo;
    private Image loadingFrame;
    private Image loadingBarHidden;
    private Image screenBg;
    private Image loadingBg;

    private float startX, endX;
    private float percent;

    private Actor loadingBar;

    public LoadingScreen(BloodyMess game) {
        super(game);
    }

    @Override
    public void show() {
        System.out.println("3");

        Constants c = new Constants();
        // Tell the manager to load assets for the loading screen
        game.manager.load("data/loading.pack", TextureAtlas.class);
        // Wait until they are finished loading
        game.manager.finishLoading();

        // Initialize the stage where we will place everything
        stage = new Stage();

        // Get our textureatlas from the manager
        TextureAtlas atlas = game.manager.get("data/loading.pack", TextureAtlas.class);

        // Grab the regions from the atlas and create some images
        logo = new Image(atlas.findRegion("libgdx-logo"));
        loadingFrame = new Image(atlas.findRegion("loading-frame"));
        loadingBarHidden = new Image(atlas.findRegion("loading-bar-hidden"));
        screenBg = new Image(atlas.findRegion("screen-bg"));
        loadingBg = new Image(atlas.findRegion("loading-frame-bg"));

        // Add the loading bar animation
        Animation anim = new Animation(0.05f, atlas.findRegions("loading-bar-anim"));
        anim.setPlayMode(PlayMode.LOOP_REVERSED);
        loadingBar = new LoadingBar(anim);

        // Or if you only need a static bar, you can do
        // loadingBar = new Image(atlas.findRegion("loading-bar1"));

        // Add all the actors to the stage
        stage.addActor(screenBg);
        stage.addActor(loadingBar);
        stage.addActor(loadingBg);
        stage.addActor(loadingBarHidden);
        stage.addActor(loadingFrame);
        stage.addActor(logo);

        // Add everything to be loaded
        System.out.println("6");
        c.guy_1_face = new Texture(Gdx.files.internal("guy_1_face.png"));
    }

    @Override
    public void resize(int width, int height) {
        // Set our screen to always be XXX x 480 in size
        width = 480 * width / height;
        height = 480;
        stage.getViewport().update(width, height, false);

        // Make the background fill the screen
        screenBg.setSize(width, height);

        // Place the logo in the middle of the screen and 100 px up
        logo.setX((width - logo.getWidth()) / 2);
        logo.setY((height - logo.getHeight()) / 2 + 100);

        // Place the loading frame in the middle of the screen
        loadingFrame.setX((stage.getWidth() - loadingFrame.getWidth()) / 2);
        loadingFrame.setY((stage.getHeight() - loadingFrame.getHeight()) / 2);

        // Place the loading bar at the same spot as the frame, adjusted a few
        // px
        loadingBar.setX(loadingFrame.getX() + 15);
        loadingBar.setY(loadingFrame.getY() + 5);

        // Place the image that will hide the bar on top of the bar, adjusted a
        // few px
        loadingBarHidden.setX(loadingBar.getX() + 35);
        loadingBarHidden.setY(loadingBar.getY() - 3);
        // The start position and how far to move the hidden loading bar
        startX = loadingBarHidden.getX();
        endX = 440;

        // The rest of the hidden bar
        loadingBg.setSize(450, 50);
        loadingBg.setX(loadingBarHidden.getX() + 30);
        loadingBg.setY(loadingBarHidden.getY() + 3);
    }

    @Override
    public void render(float delta) {
        // Clear the screen
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
        System.out.println("5");
        if (game.manager.update()) { // Load some, will return true if done
                                        // loading
            System.out.println("4");
            game.setScreen(new MainMenu(game));

        }

        // Interpolate the percentage to make it more smooth
        percent = Interpolation.linear.apply(percent, game.manager.getProgress(), 0.1f);

        // Update positions (and size) to match the percentage
        loadingBarHidden.setX(startX + endX * percent);
        loadingBg.setX(loadingBarHidden.getX() + 30);
        loadingBg.setWidth(450 - 450 * percent);
        loadingBg.invalidate();

        System.out.println("2");

        // Show the loading screen
        stage.act();
        stage.draw();
    }

    @Override
    public void hide() {
        // Dispose the loading assets as we no longer need them
        game.manager.unload("data/loading.pack");
    }
}

问题在于它没有运行 MainMenu 屏幕,正如您所见,我在控制台中有一些带有数字的调试代码,它只输出 3 和 6,但没有其他内容。谁能告诉我为什么它没有加载我的主菜单屏幕或在代码中运行任何其他内容?仅供参考我没有写很多,我从这里得到它:https://github.com/Matsemann/libgdx-loading-screen/tree/libgdx-1.4.1-Deathsbreed

编辑:我的所有值都在一个名为 Constants 的文件中,所有内容都从那里加载。如果您需要更多信息,我将编辑 OP。

非常感谢,

卢克

【问题讨论】:

  • 我也是 LibGDX 的新手,所以真的很想得到建设性的批评。
  • 我猜您没有将活动屏幕设置为加载屏幕。 '3' 和 '6' 仅打印在您的加载屏幕构造函数中。如果没有看到您的游戏的入口点,我无法判断。它可能在 LoadingScreen 的任何地方创建 LoadingScreen 的实例。
  • @WilliamMorrison 我有这个:game.setScreen(new MainMenu(game));
  • 对,但是你需要将加载屏幕设置为主屏幕,这样你的加载屏幕的render方法才能被LIBGDX的Game类调用。您在某个地方有代码将加载屏幕设置为游戏的屏幕,对吗?类似setScreen(new LoadingScreen(game));
  • @WilliamMorrison 是的,public class BloodyMess extends Game { public AssetManager manager = new AssetManager(); @Override public void create() { setScreen(new LoadingScreen(this)); } @Override public void render() { } }

标签: java libgdx


【解决方案1】:

正如在 cmets 中看到的,您在 BloodyMess 中拥有

@Override 
public void render() { }

内部渲染方法放

super.render();

这将开始工作,因为您需要调用超类的渲染方法来处理抽象屏幕的渲染方法。

希望对你有帮助:)

【讨论】:

  • 谢谢!!我对这个真的很陌生哈哈
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