libgdx字体在不同平台上的不同位置



当我运行应用程序的Android版本时,使用位图绘制的文本以(方式(在我的桌面版本中的位置显示,而不是我的Android版本中的应用程序。我已经看过这个问题,并读到我必须将ProjectMatrix设置为合并,但这并没有帮助。不知道它可能是在不同位置上显示文本的原因是什么。

public class HighScoresScreen implements Screen{
    private CrossplatformApp game;
    private Stage stage;
    private TextButton backButton;
    private OrthographicCamera camera;
    private Table table;
    BitmapFont font = new BitmapFont();
    private Skin skin;
    private Texture background;
    private String[] data;
    private String[] playerscores;
    String nm = "";
    String sc = "";
    public HighScoresScreen (CrossplatformApp game) {
        this.game = game;
        this.camera = new OrthographicCamera(Constants.WIDTH, Constants.HEIGHT);
        this.camera.position.set(Constants.WIDTH/2, Constants.HEIGHT/2, 0);
        this.camera.update();
        game.batch.setProjectionMatrix(this.camera.combined);
        this.skin = new Skin(Gdx.files.internal("skin/uiskin.json"));
        this.background = new Texture("Screens/HighscoresScreen/highscores.png");
    }

    @Override
    public void show() {
        backButton = new TextButton("back", skin);
        backButton.addListener(new ClickListener(){
            @Override
            public void clicked(InputEvent event, float x, float y) {
                game.setScreen(new MenuScreen(game));
                MenuScreen.musicHandler.stopMusic();
            }
        });
        Gdx.input.setInputProcessor(stage);
        JSONfunctions json = new JSONfunctions();
        parseJSON parse = new parseJSON(json.doInBackground());
        for (String i : parse.getNames()){
            if(i != null) {
                nm += i;
                nm += "nn";
            } else {
                break;
            }
        }
        System.out.println(nm);
//
        for (String i : parse.getScores()){
            if(i != null) {
                sc += i;
                sc += "nn";
            } else {
                break;
            }
        }
        table = new Table();
        table.setFillParent(true);
        table.bottom();
        table.add(backButton).size(100, 100);
        stage.addActor(table);
    }
    @Override
    public void render(float delta) {
        game.batch.begin();
        game.batch.draw(background, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
        font.draw(game.batch, nm, 100, 300);
        font.draw(game.batch, sc, 480, 300);
        game.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() {
        stage.dispose();
    }
}

您需要更新相机的视口,然后使用更新的视口更新SpriteBatch的投射垫片。

@Override
public void resize(int width, int height) {
    camera.setToOrtho(false, width, height);
    game.batch.setProjectionMatrix(camera.combined);
}

还需要使用屏幕和高度更新舞台的视口。

您应该将Label用于nmsc文本。

最好使用ExtendViewprot代替FillViewport,看看这个答案。