1
我有以下LibGDX Actor子類,它似乎沒有執行任何可視化操作,但它執行延遲的可運行列表(我可以在預期延遲後看到所有的Gdx.app.log消息) 。LibGDX Actor不會繪製操作
我打電話我重寫TileActor.act
方法super.act(delta)
,而我也在Stage
類調用stage.act(); stage.draw()
。
這些演員顯示正確,所以唯一缺少的是縮放/褪色的視覺動作。
我該如何調試?
class TileActor extends Actor {
private TileLogic logic;
private boolean flipped;
private enum AnimationState {
IDLE,
SCHEDULED,
PROGRESS,
COMPLETED
}
private AnimationState flippedAnimation;
private float FLIP_DURATION = 1.05f;
TileActor(TileLogic logic, BoardRenderer renderer) {
this.logic = logic;
flipped = logic.isFlipped();
flippedAnimation = AnimationState.IDLE;
column = logic.column;
row = logic.row;
}
void place() {
setPosition(calculateX(logic.column), calculateY(logic.row));
}
private float calculateX(int column) {
return column * (getWidth() + renderer.TILE_GAP) + renderer.boardXPosition;
}
private float calculateY(int row) {
return (renderer.manager.rows - row - 1) * (getHeight() + renderer.TILE_GAP) + renderer.boardYPosition;
}
@Override
public void draw(Batch batch, float parentAlpha) {
batch.draw(flipped ? front : back, calculateX(logic.column), calculateY(logic.row), getWidth(), getHeight());
}
@Override
public void act(float delta) {
super.act(delta);
if (flippedAnimation == AnimationState.IDLE && flipped != logic.isFlipped()) {
flippedAnimation = AnimationState.SCHEDULED;
}
if (flippedAnimation == AnimationState.SCHEDULED) {
playFlipAnimation();
}
if (flippedAnimation == AnimationState.COMPLETED) {
flippedAnimation = AnimationState.IDLE;
Gdx.app.log("TileActor.act", logic.value + (flippedAnimation.name()));
}
}
private void playFlipAnimation() {
flippedAnimation = AnimationState.PROGRESS;
Gdx.app.log("TileActor.playFlipAnimation", logic.value + (flippedAnimation.name()));
addAction(sequence(
parallel(// This does not happen, at least I can see no scale or fade animation
scaleTo(1, 0, FLIP_DURATION, Interpolation.pow5),
fadeOut(FLIP_DURATION, Interpolation.pow5)
),
new Action() {// This is executed as expected, I can see the log message
@Override
public boolean act(float delta) {
flipped = logic.isFlipped();
Gdx.app.log("TileActor.playFlipAnimation", logic.value + (flipped ? " " : " NOT ") + " flipped");
return true;
}
},
parallel(// This does not happen, at least I can see no scale or fade animation
scaleTo(1, 1, FLIP_DURATION, Interpolation.pow5),
fadeIn(FLIP_DURATION, Interpolation.pow5)
),
new Action() {// This is executed as expected, I can see the log message after the delay
@Override
public boolean act(float delta) {
flippedAnimation = AnimationState.COMPLETED;
Gdx.app.log("TileActor.playFlipAnimation", logic.value + (flippedAnimation.name()));
return true;
}
}
));
}
}
解決方法:
我draw
方法來處理的顏色變化,並傳遞刻度值,以及像這樣:
@Override
public void draw(Batch batch, float parentAlpha) {
final Color color = getColor();
batch.setColor(color.r, color.g, color.b, color.a * parentAlpha);
batch.draw(flipped ? front : back,
calculateX(logic.column), calculateY(logic.row),
getOriginX(), getOriginY(),
getWidth(), getHeight(),
getScaleX(), getScaleY(),
getRotation());
}
謝謝,我現在可以看到淡入淡出的操作。但是規模行爲呢?如果我從我的'batch.draw'調用中刪除getWidth()和getHeight()調用,我的Actor就會過大,因爲我使用的是TextureRegion,因此所有內容都顯示(但不幸的是,仍然沒有縮放)。 – Wabbitseason
找到完整的解決方案:我不得不使用更詳細的'draw'方法實現。 – Wabbitseason