如何解决Libgdx:添加到特定场景后,无法单击按钮或查看对话框窗口
请注意,这还不是完整的,它只是一个基本的结构来显示一切工作原理。
我正在玩游戏;在这里,他们使用场景而不是使用不同的屏幕。有关游戏代码的结构,请参见下文。
如何使用当前代码添加游戏按钮:
我只需要将图像添加到sceneTop并检查鼠标是否在特定的矩形内,是否可以通过某些渲染魔术来按下按钮。现在很好。
问题:
我想添加一个对话框窗口,但无法正常工作。它不仅不显示对话框的按钮/文本,而且在将inputProcessor设置到包含对话框的阶段时,单击区域处于关闭状态(我认为这是由于分层了不同的场景)。如果我在主要游戏类中添加对话框,并基本上删除渲染场景的线条,则效果很好。
备用选项:
我改为使用selectBox创建一个表,并使用批处理方法将其添加。这显示了selectBox,但不可点击。
我想在其中实现对话框或表的地方是MenuComponent类。基本上,我想要一个包含selectBox的弹出窗口来更改游戏中的某些内容。
Main Game: // being initialized in main method of another class that setups the main window
public class Game extends ApplicationAdapter
public void create () {
context = new GameContext(this);
context.create();
}
public void render () {
for (GameScene scene : context.getScenes()) {
scene.update();
scene.render();
}
}
GameContext class:
public void create() {
this.connectScene = new ConnectScene(this); //basically a log in screen
connectScene.create();
}
public void createScenes() { // called when login button is pressed
this.input = new GameInputProcessor(this); //sets this inputProcessor in a later method
this.sceneTop = new sceneTop(this);
sceneTop.create();
this.sceneBottom= new sceneBottom(this);
sceneBottom.create();
//fix crash on server disconnect after dispose has been called
if(sceneList.size() == 0) {
sceneList.add(sceneBottom);
sceneList.add(sceneTop );
}else {
sceneList.set(0,sceneBottom);
sceneList.set(1,sceneTop );
}
}
public class GameInputProcessor implements InputProcessor {
public GameInputProcessor(GameContext context) {
this.context = context;
Gdx.input.setInputProcessor(this);
}
@Override
public boolean keyDown(int keycode) {
}
@Override
public boolean keyUp(int keycode) {
}
@Override
public boolean keyTyped(char character) {
}
@Override
public boolean touchDown(int screenX,int screenY,int pointer,int button) {
for (GameScene scene : context.getScenes()) {
if (scene.handleClick(screenX,screenY,button)) {
break;
}
}
return false;
}
@Override
public boolean touchUp(int screenX,int button) {
for (GameScene scene : context.getScenes()) {
if (scene.handleClickRelease(screenX,button)) {
break;
}
}
return false;
}
@Override
public boolean touchDragged(int screenX,int pointer) {
float x = Gdx.input.getDeltaX();
float y = Gdx.input.getDeltaY();
for (GameScene scene : context.getScenes()) {
if (scene.handleDrag(screenX,x,y)) {
break;
}
}
return false;
}
@Override
public boolean mouseMoved(int screenX,int screenY) {
for (GameScene scene : context.getScenes()) {
if (scene.handleMouseMove(screenX,screenY)) {
break;
}
}
return false;
}
@Override
public boolean scrolled(int amount) {
}
sceneTop class
public class sceneTop implements GameScene {
private GameContext context;
public void create() {
//does its own create stuff for that specific scene (player stuff)
mainmenu = new MenuComponent(context);
}
public void render(){
//do other render stuff before with spritebatch
mainmenu.render();
}
sceneBottom class
public class sceneBottom implements GameScene {
private GameContext context;
public void create() {
//does its own create stuff for that specific scene (control/inventory stuff)
}
GameScene class:
public interface GameScene {
void create();
void update();
void render();
void dispose();
boolean handleDrag(float screenX,float screenY,float diffX,float diffY);
boolean handleClick(float x,float y,int button);
boolean handleMouseMove(float x,float y);
boolean handleClickRelease(float x,int button);
}
Menu class:
public class MenuComponent extends SceneComponent<sceneTop> implements InputProcessor {
//public abstract class SceneComponent<T extends GameScene> // <--- SceneComponent class
public void create() {
Skin skin = new Skin(Gdx.files.internal("uiskin.json"));
table = new Table();
orthoCamera = new OrthographicCamera();
selectBox=new SelectBox<String>(skin);
selectBox.setSize(100,100);
selectBox.setPosition(10,10);
selectBox.setItems("XYZ","ABC","PQR","LMN");
table.add(selectBox);
table.setPosition(300,100);
stage.addActor(table);
}
public void render(){
table.draw( batch,1f );
}
}
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