我一直在使用libgdx實現touchDragged偵聽器。如何實現libgdx touchDragged?
這是我的代碼,任何人都可以建議如何拖動圖像時,用戶觸摸它,而不是移動手指?
我使用舞臺和演員,我想捕捉演員的touchDragged事件。
謝謝。
public void create() {
Texture.setEnforcePotImages(false);
stage = new Stage();
Gdx.input.setInputProcessor(stage);
// create a SpriteBatch with which to render the sprite
batch = new SpriteBatch();
// load the sprite's texture. note: usually you have more than
// one sprite in a texture, see {@see TextureAtlas} and {@see TextureRegion}.
texture = new Texture(Gdx.files.internal("ball3.png"));
Skin skin = new Skin();
skin.add("default", new Label.LabelStyle(new BitmapFont(), Color.WHITE));
skin.add("ball", texture);
Image sourceImage = new Image(skin, "ball");
sourceImage.setBounds(50, 125, 100, 100);
stage.addActor(sourceImage);
// create an {@link OrthographicCamera} which is used to transform
// touch coordinates to world coordinates.
camera = new OrthographicCamera();
// we want the camera to setup a viewport with pixels as units, with the
// y-axis pointing upwards. The origin will be in the lower left corner
// of the screen.
camera.setToOrtho(false);
}
public void render() {
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
stage.act(Gdx.graphics.getDeltaTime());
stage.draw();
Table.drawDebug(stage);
// if a finger is down, set the sprite's x/y coordinate.
if (Gdx.input.isTouched()) {
// the unproject method takes a Vector3 in window coordinates (origin in
// upper left corner, y-axis pointing down) and transforms it to world
// coordinates.
camera.unproject(spritePosition.set(Gdx.input.getX(), Gdx.input.getY(), 0));
}
}