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无法在LibGDX中的Camera.Update之后绘制Sprite

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我是Libgdx Developement的新手,我正在开发像Candy Crush一样的游戏 . 我有一块背景板,在那块板子上方有许多不同颜色的硬币,用户可以拖放 . 所有代码都工作正常,除了一个问题,我已经创建了一个逻辑,用户可以实现多个点和级别,此时我想显示一个弹出文件,说明Level Up NumberOfLevel . 我创建了弹出的背景图像和字体的组合 . 但我无法得出这个,因为我在 camera.update() 后调用它 .

这是我整个逻辑的代码:

private void initLevelLogic() {

    if (baseLevel == 0) {
        baseTime = 180;
        basePoint = 400;

        gameTime = baseTime;

        progressBar = new ProgressBar(0, baseTime, 1, false, progressBarStyle);
        progressBar.setValue(baseTime);

        baseScoreToMinus = 0;

        baseLevel++;
    } else {
        Log.d("Runnable", "RUNNABLE CALLED");

        initLevelUpAnimation(baseLevel);

        Timer.schedule(new Task() {
            @Override
            public void run() {
                baseTime -= 10;

                basePoint = basePoint + (100 * baseLevel);

                /**
                 * Game time will be used to calculate in render() method which is going to be in float.
                 */
                gameTime = baseTime;

                progressBar = new ProgressBar(0, baseTime, 1, false, progressBarStyle);
                progressBar.setValue(baseTime);

                baseScoreToMinus = 0;

                baseLevel++;
                delayTime = 0;


                stopGameObjects = false;
            }
        }, 5.0f);
    }
}

private void initLevelUpAnimation(int level) {
    levelUp = new Sprite(levelUpBG);
    levelUp.setSize(250, 250);
    levelUp.setPosition(gamePlayBG.getWidth() / 2 - levelUp.getWidth() / 2,
            gamePlayBG.getHeight() / 2 - levelUp.getHeight() / 2);

    stopGameObjects = true;
}

我使用了一个布尔值 stopGameObjects 延迟,所以我可以在render()方法上绘制sprite .

Here is my code of render() method :

public void render(float delta) {
    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

    game.batch.begin();

    game.batch.setProjectionMatrix(camera2.combined);

    game.batch.draw(gamePlayBG, 0, 0);

    if (gameOver != true) {
        //Log.d("render------------", "render: "+ delta);

        progressBar.draw(game.batch, 1);

        progressBar.setPosition(115, 700);
        progressBar.setHeight(15);
        progressBar.setWidth(270);

        game.gameTopFonts.draw(game.batch, "Level " + baseLevel + " - ", 140, 750);
        game.gameTopFonts.draw(game.batch, (basePoint - baseScoreToMinus) + " Points to Go", 225, 750);

       if (score == 0) {
            game.scoreFonts.draw(game.batch, score + "", 300, 810);
        } else if (score < 100) {
            game.scoreFonts.draw(game.batch, score + "", 280, 810);
        } else if (score < 1000) {
            game.scoreFonts.draw(game.batch, score + "", 260, 810);
        } else {
            game.scoreFonts.draw(game.batch, score + "", 245, 810);
        }
    }

    //Writing this here will give output shown in the screenshot
    if (stopGameObjects) {
        levelUp.draw(game.batch);

        game.levelUpFont.drawMultiLine(game.batch, "Level " + baseLevel + 1 + "\n" + "KEEP GOING", gamePlayBG.getWidth() / 2,
                gamePlayBG.getHeight() / 2);

    }

    camera.update();

    game.batch.setProjectionMatrix(camera.combined);

    if (lineHud.size > 1) {
        for (Sprite sprite : this.lineHud) {
            sprite.draw(game.batch);
        }
    }

    for (int i = 0; i < gameObjects.size; i++) {
        gameObjects.get(i).draw(game.batch);
    }

    for (Sprite sprite : this.scoreHud) {
        sprite.draw(game.batch);
    }
}

render方法中的代码用于绘制弹出窗口:

if (stopGameObjects) { 
    levelUp.draw(game.batch);
    game.levelUpFont.drawMultiLine(game.batch,
            "Level " + baseLevel + 1 + "\n" + "KEEP GOING",
            gamePlayBG.getWidth() / 2,
            gamePlayBG.getHeight() / 2); 
}

如果我把这个代码放在camera.update()上面,我会得到屏幕截图中显示的输出 . 弹出窗口是硬币的背后 . 为了显示它上面的硬币我需要把它放在for循环绘制 gameobject 之后,但它不起作用 . 请给出你的建议,因为我坚持了3天 .

enter image description here

1 回答

  • 3

    这是因为你在文本之上绘制了游戏的其余部分 .

    要解决此问题,您可以在绘制所有其他精灵之后将文本的绘图向下移动 . 记得再次拨打 setProjectionMatrix() .

    if (stopGameObjects) {
        game.batch.setProjectionMatrix(camera2.combined);
    
        levelUp.draw(game.batch);
        game.levelUpFont.drawMultiLine(game.batch,
                "Level " + baseLevel + 1 + "\n" + "KEEP GOING",
                gamePlayBG.getWidth() / 2,
                gamePlayBG.getHeight() / 2); 
    }
    

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