我目前正在使用libGDX並遇到了一個奇怪的問題。 我用批處理和矩形的紋理被拉伸。這是一個picture。 正如你所看到的,背景看起來完全正常,但中間的人比左邊角的人高很多,應該看起來像這樣。 這裏是我的代碼:libGDX紋理「拉伸」
import java.util.Iterator;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Image;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.scenes.scene2d.ui.Table;
import com.badlogic.gdx.utils.Array;
import com.data.Manager;
public class GameScreen implements Screen{
private Texture backgroundTexture = Manager.manager.get(("Ressources/Hintergrund_Skizze.png"), Texture.class);
private Texture farmerBackTexture = Manager.manager.get(("Ressources/Farmer_Back_Skizze.png"), Texture.class);
private Texture farmerRightTexture = Manager.manager.get(("Ressources/Farmer_Right_Skizze.png"), Texture.class);
private Texture farmerLeftTexture = Manager.manager.get(("Ressources/Farmer_Left_Skizze.png"), Texture.class);
private Texture ufoTexture = Manager.manager.get(("Ressources/Ufo_Skizze.png"), Texture.class);
private Texture laserTexture = Manager.manager.get(("Ressources/Magic_Ball.png"), Texture.class);
private Image backgroundImage = new Image(backgroundTexture);
private Image farmerBackImage = new Image(farmerBackTexture);
private Stage levelStage = new Stage(), menuStage = new Stage();
private Table menuTable = new Table();
private Skin menuSkin = Manager.menuSkin;
private OrthographicCamera camera;
private SpriteBatch batch;
private Rectangle farmer, ufo;
private Array<Rectangle> lasers;
private boolean ufoMovementLeft = true;
private boolean leftArrow = false;
private boolean rightArrow = false;
private float laserMovement = 0;
private int ufoLife = 15;
@Override
public void show() {
levelStage.addActor(backgroundImage);
levelStage.addActor(farmerBackImage);
Gdx.input.setInputProcessor(levelStage);
camera = new OrthographicCamera();
camera.setToOrtho(false, 800, 480);
batch = new SpriteBatch();
farmer = new Rectangle();
farmer.x = 800/2 - 80/2; farmer.y = 80;
farmer.width = 80; farmer.height = 270;
ufo = new Rectangle();
ufo.x = 800/2; ufo.y = 375;
ufo.width = 185; ufo.height = 94;
lasers = new Array<Rectangle>();
}
public void movement() {
if(Gdx.input.isKeyPressed(Keys.LEFT)) leftArrow = true;
if(!Gdx.input.isKeyPressed(Keys.LEFT)) leftArrow = false;
if(Gdx.input.isKeyPressed(Keys.RIGHT)) rightArrow = true;
if(!Gdx.input.isKeyPressed(Keys.RIGHT)) rightArrow = false;
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
levelStage.act();
levelStage.draw();
batch.setProjectionMatrix(camera.combined);
batch.begin();
movement();
if(leftArrow) {if(farmer.x >= 60) farmer.x -= 2; batch.draw(farmerLeftTexture, farmer.x, farmer.y);}
else if(rightArrow) {if(farmer.x <= 590) farmer.x += 2; batch.draw(farmerRightTexture, farmer.x, farmer.y);}
else batch.draw(farmerBackTexture, farmer.x, farmer.y);
batch.end();
}
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void hide() {
}
@Override
public void dispose() {
levelStage.dispose(); menuStage.dispose();
menuSkin.dispose();
ufoTexture.dispose();
laserTexture.dispose();
farmerBackTexture.dispose();
farmerRightTexture.dispose();
farmerLeftTexture.dispose();
}}
我希望你能幫助我發現其中的錯誤。 乾杯, Joshflux
編輯:我很確定,它必須做一些與窗口的大小。如果我將窗口的高度從800改爲200,那麼左側角落的人看起來是一樣的,但中間的人比較小。仍然無法弄清楚如何解決它雖然...
謝謝你,工作就像一個魅力<3。 – Joshflux