在我的游戏屏幕中,用户可以点击菜单按钮,然后该菜单按钮将暂停游戏并显示菜单。我试图将菜单作为新阶段实现,但那只是打开了一个新屏幕,设置了我想要的菜单图形,而其余部分则保持黑色。这里是图片,您可以看到我在说什么:
我想让这个绿色部分平滑地滑入游戏场景,并且我想摆脱屏幕上的这个黑色部分,而是让那一部分透明(我只想显示一个图像的绿色部分)。我尝试找到一些关于暂停菜单的好教程,但没有运气。这是我的暂停屏幕代码:
游戏界面如下:
我知道我做错了,但是应该怎么做呢?当按钮被按下时绘制一个矩形还是什么?
![Image](https://istack.dev59.com/iamZ8.webp)
public class Menu implements Screen{
Stage menuStage = null;
private Image menu_bg = null;
private Main game = null;
public Menu(Main gm){
game = gm;
}
@Override
public void show() {
menuStage = new Stage(new StretchViewport(1920, 1080));
Gdx.input.setInputProcessor(menuStage);
menu_bg = new Image(new Texture(Gdx.files.internal("menuProba.png")));
menuStage.addActor(menu_bg);
menuButtons();
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 0);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
menuStage.draw();
menuStage.act();
}
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void hide() {
}
@Override
public void dispose() {
}
private void menuButtons(){
Table menuButtons = new Table();
menuButtons.setFillParent(true);
final Image resumeGame = new Image(new Texture(Gdx.files.internal("playbutton.png")));
final Image retryGame = new Image(new Texture(Gdx.files.internal("retrybutton.png")));
final Image homeButton = new Image(new Texture(Gdx.files.internal("homebutton.png")));
final Image exitButton = new Image(new Texture(Gdx.files.internal("exitbutton.png")));
resumeGame.addListener(new InputListener() {
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button){
resumeGame.addAction(Actions.scaleTo(1, 1.1f,.1f));
return true;
}
public void touchUp (InputEvent event, float x, float y, int pointer, int button){
resumeGame.addAction(Actions.scaleTo(1, 1,.1f));
}
});
retryGame.addListener(new InputListener() {
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button){
retryGame.addAction(Actions.scaleTo(1, 1.1f,.1f));
return true;
}
public void touchUp (InputEvent event, float x, float y, int pointer, int button){
retryGame.addAction(Actions.scaleTo(1, 1,.1f));
}
});
homeButton.addListener(new InputListener() {
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button){
homeButton.addAction(Actions.scaleTo(1, 1.1f,.1f));
return true;
}
public void touchUp (InputEvent event, float x, float y, int pointer, int button){
homeButton.addAction(Actions.scaleTo(1, 1,.1f));
game.setScreen(new MainMenu(game));
}
});
exitButton.addListener(new InputListener() {
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button){
exitButton.addAction(Actions.scaleTo(1, 1.1f,.1f));
return true;
}
public void touchUp (InputEvent event, float x, float y, int pointer, int button){
exitButton.addAction(Actions.scaleTo(1, 1,.1f));
}
});
/*HorizontalGroup horizontalGroup = new HorizontalGroup();
horizontalGroup.addActor(resumeGame);
horizontalGroup.addActor(retryGame);
horizontalGroup.addActor(homeButton);
horizontalGroup.addActor(exitButton);
menuButtons.add(horizontalGroup);*/
menuButtons.add(resumeGame).expand().left().padLeft(40);
menuButtons.row();
menuButtons.add(retryGame).expand().left().padLeft(40);
menuButtons.row();
menuButtons.add(homeButton).expand().left().padLeft(40);
menuButtons.row();
menuButtons.add(exitButton).expand().left().padLeft(40);
menuStage.addActor(menuButtons);
}
}
游戏界面如下:
public class GameScreen implements Screen, InputProcessor {
boolean menuScreen;
private Texture menuImage = null;
public boolean buttonMenuTouched = false;
public InputMultiplexer multiplexer = null;
BitmapFont font;
//SCORE-------------------------------------
private SpriteBatch batch = null;
private OrthographicCamera mCamera = null;
private BitmapFont scoreFont = null;
private int score = 0;
//--------------------------------------------
Main game = null;
public Texture font_texture;
public GameScreen(Main gm){
game = gm;
}
Stage gameStage = null;
private Image game_bg = null, menu_bg = null;
private GameManager manager = null;
@Override
public void show() {
mCamera = new OrthographicCamera(1920, 1080);
font_texture = new Texture(Gdx.files.internal("font.png"));
font_texture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
scoreFont = new BitmapFont(Gdx.files.internal("font.fnt"), new TextureRegion(font_texture), false);
batch = new SpriteBatch();
multiplexer = new InputMultiplexer();
gameStage = new Stage(new StretchViewport(1920, 1080));
multiplexer.addProcessor(this);
multiplexer.addProcessor(gameStage);
Gdx.input.setInputProcessor(multiplexer);
game_bg = new Image(new Texture(Gdx.files.internal("pozadinaGameScreen.png")));
gameStage.addActor(game_bg);
menuImage = new Texture("menuProba.png");
manager = new GameManager(game, this, gameStage);
manager.createPlayer();
manager.createBlueMonster();
manager.createHUDButtons();
manager.createGameOverStage();
gameScreenButtoni();
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 0);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
gameStage.draw();
gameStage.act();
manager.checkButtons();
manager.checkCollisions();
batch.setProjectionMatrix(mCamera.combined);
batch.begin();
this.scoreFont.draw(batch, ""+manager.score, Gdx.graphics.getWidth() - 1070, Gdx.graphics.getHeight() - 580);
batch.end();
if (manager.gameOver == true){
manager.gameOverStage.draw();
manager.gameOverStage.act();
Gdx.input.setInputProcessor(manager.gameOverStage);
}
}
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void hide() {
}
@Override
public void dispose() {
manager.gameOverStage.dispose();
gameStage.dispose();
manager.dispose();
game.setScreen(game.mainMenu);
}
// METODE INPUT PROCESORA
@Override
public boolean keyDown(int keycode) {
return false;
}
@Override
public boolean keyUp(int keycode) {
return false;
}
@Override
public boolean keyTyped(char character) {
return false;
}
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
return false;
}
@Override
public boolean touchUp(int screenX, int screenY, int pointer, int button) {
manager.shootBullet();
return false;
}
@Override
public boolean touchDragged(int screenX, int screenY, int pointer) {
return false;
}
@Override
public boolean mouseMoved(int screenX, int screenY) {
return false;
}
@Override
public boolean scrolled(int amount) {
return false;
}
public void gameScreenButtoni(){
//menuImage = new Image(new Texture(Gdx.files.internal("menuProba.png")));
Table buttoni = new Table();
buttoni.setFillParent(true);
final Image menuButton = new Image(new Texture(Gdx.files.internal("menubutton.png")));
menuButton.addListener(new InputListener(){
public boolean touchDown (InputEvent event, float x, float y, int pointer, int button){
menuButton.addAction(Actions.scaleTo(1, 1.1f,.1f));
buttonMenuTouched = true;
return true;
}
public void touchUp (InputEvent event, float x, float y, int pointer, int button){
menuButton.addAction(Actions.scaleTo(1, 1,.1f));
buttonMenuTouched = false;
game.setScreen(new Menu(game));
}
});
final Image scoreText = new Image(new Texture(Gdx.files.internal("score.png")));
buttoni.add(menuButton).expand().top().left().padLeft(20).padTop(20);
buttoni.add(scoreText).expand().top().right().padTop(30).padRight(140);
gameStage.addActor(buttoni);
}
public void menuScreen(){
Stage menu = new Stage(new StretchViewport(400,400));
menu_bg = new Image(new Texture(Gdx.files.internal("logoMali.png")));
menu.addActor(menu_bg);
}
}
我知道我做错了,但是应该怎么做呢?当按钮被按下时绘制一个矩形还是什么?
stage.act
应该在stage.draw
之前调用。否则,你的舞台将始终有一个帧的延迟。 - Tenfour04