現在、libgdx で StretchedViewPort を作成する際に問題が発生しています。追加した画像でわかるように、ゲーム画面が画面全体に引き伸ばされておらず、黒いスペースがあります。私は何が間違っているのだろうかと思っています。以下のコードの関連部分を提供しました。
さらに、次のように oncreate 関数のステージにビューポートを割り当てようとしました: m_stage = new Stage(m_viewport); しかし、その場合、黒い画面が表示され、何もレンダリングされませんでした (ただし、コンパイル エラーはありませんでした)。
誰かが私が間違っていることや欠けていることを指摘できますか。前もって感謝します!
よろしく、カバスタ
package com.block.it;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.PerspectiveCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Image;
import com.badlogic.gdx.scenes.scene2d.utils.ClickListener;
import com.badlogic.gdx.utils.viewport.StretchViewport;
public class GameMenu implements Screen {
private BlockIt m_blockIt;
private Texture m_btexture = new Texture(Gdx.files.internal("mainmenu1.png"));
private Image m_background = new Image(m_btexture);
private Texture m_starttexture = new Texture(Gdx.files.internal("buttons/c_start.png"));
private Image m_startGame = new Image(m_starttexture);
private Texture m_optionstexture = new Texture(Gdx.files.internal("buttons/c_controls.png"));
private Image m_options = new Image(m_optionstexture);
private Texture m_highscoretexture = new Texture(Gdx.files.internal("buttons/c_highscores.png"));
private Image m_highscore = new Image(m_highscoretexture);
private Texture m_continueTexture = new Texture(Gdx.files.internal("buttons/c_resume_game.png"));
private Image m_continue = new Image(m_continueTexture);
private Texture m_playerIcon = new Texture(Gdx.files.internal("player/player_move_front.png"));
private Image m_player = new Image(m_playerIcon);
private int m_buttonPressed = -1;
private boolean m_gameInProgress = false;
private StretchViewport m_viewport;
private PerspectiveCamera m_camera;
private Stage m_stage = new Stage();
public GameMenu(BlockIt blockIt, boolean gameInProgress) {
m_blockIt = blockIt;
m_camera = new PerspectiveCamera();
m_viewport = new StretchViewport(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), m_camera);
m_viewport.update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true);
m_stage = new Stage();
}
@Override
public void show() {
if (!m_gameInProgress) {
m_startGame.setX(227);
m_startGame.setY(270);
m_startGame.addListener(new ClickListener() {
@Override
public void touchUp(InputEvent event, float x, float y, int pointer, int button) {
// m_blockIt.startNewGame();
}
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
// switch to a new texture
/*Texture newTexture = new Texture(Gdx.files.internal("buttons/c_new_game.png"));
m_startGame.setDrawable(new SpriteDrawable(new Sprite(newTexture)));
*/
m_player.setX(-64);
m_player.setY(300);
m_stage.addActor(m_player);
m_buttonPressed = 0;
return true;
}
});
} else {
m_continue.setX(227);
m_continue.setY(270);
m_continue.addListener(new ClickListener() {
@Override
public void touchUp(InputEvent event, float x, float y, int pointer, int button) {
}
});
}
m_stage.addActor(m_background); //adds the image as an actor to the stage
if (m_gameInProgress) {
m_stage.addActor(m_continue);
} else {
m_stage.addActor(m_startGame);
}
Gdx.input.setInputProcessor(m_stage);
}
@Override
public void render(float delta) {
m_camera.update();
Gdx.gl.glClearColor(0, 0, 0, 1); //sets clear color to black
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); //clear the batch
m_stage.act(); //update all actors
m_stage.draw(); //draw all actors on the Stage.getBatch()
}
@Override
public void resize(int width, int height
) {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void hide() {
}
@Override
public void dispose() {
}
}