Java 如何在libgdx中将按钮添加到ApplicationAdapter?
我正在使用libgdx 到目前为止,我有两个圆柱体,能够旋转它们 我的目标是在这个视图中添加一个按钮,这样我就可以转到其他视图 目前我有照相机、cameracontroller、环境和两种型号 例如: 到目前为止我编写的代码:Java 如何在libgdx中将按钮添加到ApplicationAdapter?,java,android,button,3d,libgdx,Java,Android,Button,3d,Libgdx,我正在使用libgdx 到目前为止,我有两个圆柱体,能够旋转它们 我的目标是在这个视图中添加一个按钮,这样我就可以转到其他视图 目前我有照相机、cameracontroller、环境和两种型号 例如: 到目前为止我编写的代码: public class FirstOfTheAndroid extends ApplicationAdapter { @Override public void create() { // adding a new Renderer modelBa
public class FirstOfTheAndroid extends ApplicationAdapter {
@Override
public void create() {
// adding a new Renderer
modelBatch = new ModelBatch();
// adding a new environment
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1f));
environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f));
// adding a camera
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(10f, 10f, 10f);
cam.lookAt(0, 0, 0);
cam.near = 1f;
cam.far = 300f;
cam.update();
// adding a new model
ModelBuilder modelBuilder = new ModelBuilder();
model = modelBuilder.createCylinder(4f, 6f, 4f, 16,
new Material(
ColorAttribute.createDiffuse(Color.GOLD),
ColorAttribute.createSpecular(1, 1, 1, 1),
FloatAttribute.createShininess(8f)),
VertexAttributes.Usage.Position
| VertexAttributes.Usage.Normal
| VertexAttributes.Usage.TextureCoordinates);
model2 = modelBuilder.createCylinder(5f, 5f, 5f, 16,
new Material(
ColorAttribute.createDiffuse(Color.GOLD),
ColorAttribute.createSpecular(1, 1, 1, 1),
FloatAttribute.createShininess(8f)),
VertexAttributes.Usage.Position
| VertexAttributes.Usage.Normal
| VertexAttributes.Usage.TextureCoordinates);
instance = new ModelInstance(model);
instance2 = new ModelInstance(model2);
// adding a camera control
camController = new CameraInputController(cam);
Gdx.input.setInputProcessor(camController);
}
@Override
public void render() {
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
Gdx.gl.glClearColor(84/255f, 84/255f, 84/255f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
modelBatch.begin(cam);
modelBatch.render(instance, environment);
modelBatch.render(instance2, environment);
modelBatch.end();
camController.update();
}
}正如一位评论者所提到的,Scene2D是LibGDX的库 我正在滚动我自己的按钮系统,刚刚找到了如何做好它的方法,下面是链接: 最后,这里有一个简单的方法-暴力,只有当你在整个游戏中只有几个按钮时才有效 在游戏类中创建
handleInput()
方法。在render()中:
和handleInput()
:
Vector3 touchCoords=newvector3(Gdx.input.getX(),Gdx.input.getY(),0);//如果从摄影机切换到视口,请使用矢量2
照相机。取消投影(触摸坐标);//将屏幕坐标转换为游戏坐标
如果(touchCoords.x>[按钮左侧x]&&
touchCoords.x<[按钮右侧x]&&
touchCoords.y>[按钮底部y]&&
touchCoords.y<[按钮顶部y])
//在这里做点什么
else if(…检查其他按钮的坐标)
//那就这样做吧
//以此类推,以获取更多按钮
阅读场景2D上的文档。
if(Gdx.input.justTouched()) handleInput();
Vector3 touchCoords = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0); // use a Vector2 if you switch from Camera to Viewport
camera.unproject(touchCoords); // converts screen coordinates to game coordinates
if(touchCoords.x > [button left side x] &&
touchCoords.x < [button right side x] &&
touchCoords.y > [button bottom y] &&
touchCoords.y < [button top y])
// do something here
else if(... check coordinates for the other button)
// then do this
// and so on for additional buttons