如何在 LibGDX 中绘制 BitmapFont?
我敢打赌,我做了一些愚蠢的事情,只是似乎没有注意到它.
I'm seriously betting that I did something effing stupid and just can't seem to notice it.
package com.me.mygdxgame;
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
public class Locked implements ApplicationListener
{
private OrthographicCamera camera;
private SpriteBatch batch;
private Texture texture;
private Sprite sprite;
private BitmapFont font;
private CharSequence str = "Hello World!";
private float width;
private float height;
@Override
public void create()
{
width = Gdx.graphics.getWidth();
height = Gdx.graphics.getHeight();
camera = new OrthographicCamera(1, height / width);
batch = new SpriteBatch();
texture = new Texture(Gdx.files.internal("data/libgdx.png"));
texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
TextureRegion region = new TextureRegion(texture, 0, 0, 512, 275);
sprite = new Sprite(region);
sprite.setSize(0.9f, 0.9f * sprite.getHeight() / sprite.getWidth());
sprite.setOrigin(sprite.getWidth() / 2, sprite.getHeight() / 2);
sprite.setPosition(-sprite.getWidth() / 2, -sprite.getHeight() / 2);
font = new BitmapFont(Gdx.files.internal("data/digib.fnt"),
Gdx.files.internal("data/digib.png"), false);
}
@Override
public void dispose()
{
batch.dispose();
texture.dispose();
}
@Override
public void render()
{
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined);
batch.begin();
font.setColor(0.0f, 0.0f, 0.0f, 1.0f);
//sprite.draw(batch);
font.draw(batch, str, width*0.5f, height*0.5f);
batch.end();
}
@Override
public void resize(int width, int height)
{
}
@Override
public void pause()
{
}
@Override
public void resume()
{
}
}
项目是使用他们提供的模板工具生成的gdx-setup-ui.jar正如您在代码中看到的那样,我没有费心摆脱默认代码(只是一些简单的绘制代码来呈现 LibGDX 徽标).
The project was generated with the template tool they provide gdx-setup-ui.jar As you can see in the code, I didn't bother to get rid of the default codes (Just some simple draw codes to render the LibGDX logo).
因此,对于干净生成的项目,我在此处遵循本指南http://code.google.com/p/libgdx-users/wiki/addingText2D
So, with the cleanly generated project, I followed this guide here http://code.google.com/p/libgdx-users/wiki/addingText2D
最后得到上面提供的代码.
and finally arriving with the provided code above.
问题是,为什么 !@#$ing 文本不显示!?我换了很多次位置,仍然没有运气:
The problem is, why won't the !@#$ing text show!? I changed the position so many times and still no luck :
我错过了什么吗?
仅供参考:字体很好,我将它们放到另一个游戏中,它可以工作.
FYI: The fonts are fine, I dropped them into another game and it works.
推荐答案
尝试像这样改变投影矩阵:
Try to change projection matrix like this:
Matrix4 normalProjection = new Matrix4().setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
batch.setProjectionMatrix(normalProjection);
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