如何将计时器与libgdx一起使用



我正在尝试使用GDX计时器重复递增值,但是当我在标签内使用此值时,似乎没有发生,值却粘在0,这是我的计时器的代码:

@Override
    public void show() {
        stage = new Stage();
        Gdx.input.setInputProcessor(stage);
        Skin skin = new Skin(Gdx.files.internal("gui/uiskin.json"));
        table = new Table(skin);
        table.setFillParent(true);
        atlas = new TextureAtlas("gui/atlas.pack");
        skin2 = new Skin(Gdx.files.internal("gui/MenuSkin.json"), atlas);

        DragAndDrop dragAndDrop = new DragAndDrop();

        // My tables 
        inventoryActor = new InventoryActor(new Inventory(16, 3), dragAndDrop, skin, "Game Pad");
        inventoryActor2 = new InventoryActor(new Inventory(25), dragAndDrop, skin, "Inventory Pad");
        // bc image
        batch = new SpriteBatch();
        texture = new Texture(Gdx.files.internal("et2.jpg"));
        Timer.schedule(new Task(){
            @Override
            public void run() {
                timing++;
            }
        }, 1);
        heading = new Label("Good Luck"+(timing++), skin2, "big");
        //Timer task

        //timerCount = new Label("Time : "+timing+" s",skin2, "small");

        back = new TextButton("Back", skin2, "small");
        back.addListener(new ClickListener() {
            @Override
            public void clicked(InputEvent event, float x, float y) {
                ((Game) Gdx.app.getApplicationListener()).setScreen(new GameOption());
            }
        });
        back.pad(10);
        table.add(heading).colspan(3).expandX().spaceBottom(50).row();
        table.add(inventoryActor2).uniformX().expandY().top().left().padLeft(30);
        table.add(inventoryActor).top().spaceLeft(30);
        table.add(back).bottom().right();
        stage.addActor(table);

    }

@Override
    public void render(float delta) {
        Gdx.gl.glClearColor(0, 0, 0, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
        /*if (Gdx.input.isKeyPressed(Input.Keys.ANY_KEY)) {
        }*/
            batch.begin();
            batch.draw(texture, 10, 10);
            batch.end();
        inventoryActor.setVisible(true);
        inventoryActor2.setVisible(true);
        stage.act(delta);
        stage.draw();
    }

问题是,您永远不会在show()方法内设置Label S文本。您只对构造函数中的String进行初始文本,因此Label不知道timing已更改。因此,您应该在调用stage.draw()之前将Label S文本设置在render()中。

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