我正在尝试使用箭头键或通过控制器上的方向键使我的菜单可导航。到目前为止,我没有运气。
问题是:有人可以引导我如何使我的当前菜单或任何 libgdx 菜单键盘可访问吗?
我对一些东西有点菜鸟,我来自Javascript背景。
以下是我正在尝试执行的操作的示例:
http://dl.dropboxusercontent.com/u/39448/webgl/qb/qb.html
对于一个简单的菜单,您只需添加几个按钮,它开箱即用,请使用:
http://www.sadafnoor.com/blog/how-to-create-simple-menu-in-libgdx/
或者你可以使用我的代码,但我使用了很多自定义样式。
这是我的代码示例:
import aurelienribon.tweenengine.Timeline;
import aurelienribon.tweenengine.Tween;
import aurelienribon.tweenengine.TweenManager;
import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.InputListener;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.scenes.scene2d.ui.Table;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.badlogic.gdx.scenes.scene2d.utils.Align;
import com.badlogic.gdx.scenes.scene2d.utils.ClickListener;
import com.project.game.tween.ActorAccessor;
public class MainMenu implements Screen {
private SpriteBatch batch;
private Sprite menuBG;
private Stage stage;
private TextureAtlas atlas;
private Skin skin;
private Table table;
private TweenManager tweenManager;
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
menuBG.draw(batch);
batch.end();
//table.debug();
stage.act(delta);
stage.draw();
//Table.drawDebug(stage);
tweenManager.update(delta);
}
@Override
public void resize(int width, int height) {
menuBG.setSize(width, height);
stage.setViewport(width, height, false);
table.invalidateHierarchy();
}
@Override
public void resume() {
}
@Override
public void show() {
stage = new Stage();
Gdx.input.setInputProcessor(stage);
batch = new SpriteBatch();
atlas = new TextureAtlas("ui/atlas.pack");
skin = new Skin(Gdx.files.internal("ui/menuSkin.json"), atlas);
table = new Table(skin);
table.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
// Set Background
Texture menuBackgroundTexture = new Texture("images/mainMenuBackground.png");
menuBG = new Sprite(menuBackgroundTexture);
menuBG.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
// Create Main Menu Buttons
// Button Play
TextButton buttonPlay = new TextButton("START", skin, "inactive");
buttonPlay.addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
((Game) Gdx.app.getApplicationListener()).setScreen(new LevelMenu());
}
});
buttonPlay.addListener(new InputListener() {
public boolean keyDown (InputEvent event, int keycode) {
System.out.println("down");
return true;
}
});
buttonPlay.padBottom(12);
buttonPlay.padLeft(20);
buttonPlay.getLabel().setAlignment(Align.left);
// Button EXTRAS
TextButton buttonExtras = new TextButton("EXTRAS", skin, "inactive");
buttonExtras.addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
((Game) Gdx.app.getApplicationListener()).setScreen(new ExtrasMenu());
}
});
buttonExtras.padBottom(12);
buttonExtras.padLeft(20);
buttonExtras.getLabel().setAlignment(Align.left);
// Button Credits
TextButton buttonCredits = new TextButton("CREDITS", skin, "inactive");
buttonCredits.addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
((Game) Gdx.app.getApplicationListener()).setScreen(new Credits());
}
});
buttonCredits.padBottom(12);
buttonCredits.padLeft(20);
buttonCredits.getLabel().setAlignment(Align.left);
// Button Settings
TextButton buttonSettings = new TextButton("SETTINGS", skin, "inactive");
buttonSettings.addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
((Game) Gdx.app.getApplicationListener()).setScreen(new Settings());
}
});
buttonSettings.padBottom(12);
buttonSettings.padLeft(20);
buttonSettings.getLabel().setAlignment(Align.left);
// Button Exit
TextButton buttonExit = new TextButton("EXIT", skin, "inactive");
buttonExit.addListener(new ClickListener() {
@Override
public void clicked(InputEvent event, float x, float y) {
Gdx.app.exit();
}
});
buttonExit.padBottom(12);
buttonExit.padLeft(20);
buttonExit.getLabel().setAlignment(Align.left);
// Adding Heading-Buttons to the cue
table.add().width(190);
table.add().width((table.getWidth() / 10) * 3);
table.add().width((table.getWidth() / 10) * 5).height(140).spaceBottom(50);
table.add().width(190).row();
table.add().width(190);
table.add(buttonPlay).spaceBottom(20).width(460).height(110);
table.add().row();
table.add().width(190);
table.add(buttonExtras).spaceBottom(20).width(460).height(110);
table.add().row();
table.add().width(190);
table.add(buttonCredits).spaceBottom(20).width(460).height(110);
table.add().row();
table.add().width(190);
table.add(buttonSettings).spaceBottom(20).width(460).height(110);
table.add().row();
table.add().width(190);
table.add(buttonExit).width(460).height(110);
table.add().row();
stage.addActor(table);
// Animation Settings
tweenManager = new TweenManager();
Tween.registerAccessor(Actor.class, new ActorAccessor());
// Heading and Buttons Fade In
Timeline.createSequence().beginSequence()
.push(Tween.set(buttonPlay, ActorAccessor.ALPHA).target(0))
.push(Tween.set(buttonExtras, ActorAccessor.ALPHA).target(0))
.push(Tween.set(buttonCredits, ActorAccessor.ALPHA).target(0))
.push(Tween.set(buttonSettings, ActorAccessor.ALPHA).target(0))
.push(Tween.set(buttonExit, ActorAccessor.ALPHA).target(0))
.push(Tween.to(buttonPlay, ActorAccessor.ALPHA, .5f).target(1))
.push(Tween.to(buttonExtras, ActorAccessor.ALPHA, .5f).target(1))
.push(Tween.to(buttonCredits, ActorAccessor.ALPHA, .5f).target(1))
.push(Tween.to(buttonSettings, ActorAccessor.ALPHA, .5f).target(1))
.push(Tween.to(buttonExit, ActorAccessor.ALPHA, .5f).target(1))
.end().start(tweenManager);
tweenManager.update(Gdx.graphics.getDeltaTime());
}
public static Vector2 getStageLocation(Actor actor) {
return actor.localToStageCoordinates(new Vector2(0, 0));
}
@Override
public void dispose() {
stage.dispose();
atlas.dispose();
skin.dispose();
menuBG.getTexture().dispose();
}
@Override
public void hide() {
dispose();
}
@Override
public void pause() {
}
}
我自己才想通的!
我制作了一个控制器侦听器,用于模拟 Scene2D 按钮所需的鼠标输入事件。 至于使用箭头键控制它们,您可以轻松地将相同的方法应用于处理其各自键事件的新 InputProccessor。
public class MenuControllerListener implements ControllerListener {
private final Group buttonGroup;
private int currentButtonIndex = 0;
public MenuControllerListener(Group buttonGroup) {
this.buttonGroup = buttonGroup;
}
@Override public void connected(Controller controller) { }
@Override public void disconnected(Controller controller) { }
@Override
public boolean buttonDown(Controller controller, int buttonCode) {
if(buttonGroup.getChildren().size == 0) return false;
if(controller.getName().toLowerCase().contains("xbox") &&
controller.getName().contains("360")){
switch(buttonCode) {
case Xbox360Pad.BUTTON_A:
Actor currentButton = buttonGroup.getChildren().get(currentButtonIndex);
return clickButton(currentButton);
}
}
return false;
}
@Override
public boolean buttonUp(Controller controller, int buttonCode) {
if(buttonGroup.getChildren().size == 0) return false;
if(controller.getName().toLowerCase().contains("xbox") &&
controller.getName().contains("360")){
switch(buttonCode) {
case Xbox360Pad.BUTTON_A:
Actor currentButton = buttonGroup.getChildren().get(currentButtonIndex);
return releaseButton(currentButton);
}
}
return false;
}
/**
* Simulate button click down.
* @param button
* @return
*/
private boolean clickButton(Actor button) {
InputEvent event = Pools.obtain(InputEvent.class);
event.setType(Type.touchDown);
event.setButton(Input.Buttons.LEFT);
button.fire(event);
boolean handled = event.isHandled();
Pools.free(event);
return handled;
}
/**
* Simulate button click release.
* @param button
* @return
*/
private boolean releaseButton(Actor button) {
InputEvent event = Pools.obtain(InputEvent.class);
event.setType(Type.touchUp);
event.setButton(Input.Buttons.LEFT);
button.fire(event);
boolean handled = event.isHandled();
Pools.free(event);
return handled;
}
@Override
public boolean axisMoved(Controller controller, int axisCode, float value) { return false; }
@Override
public boolean povMoved(Controller controller, int povCode, PovDirection value) {
if(buttonGroup.getChildren().size == 0) return false;
if(controller.getName().toLowerCase().contains("xbox") &&
controller.getName().contains("360")){
unselectButton(buttonGroup.getChildren().get(currentButtonIndex));
switch(value) {
case north:
case west:
currentButtonIndex--;
break;
case south:
case east:
currentButtonIndex++;
break;
default:
break;
}
currentButtonIndex = currentButtonIndex % buttonGroup.getChildren().size;
if(currentButtonIndex < 0) currentButtonIndex = buttonGroup.getChildren().size - 1;
return selectButton(buttonGroup.getChildren().get(currentButtonIndex));
}
return false;
}
/**
* Simulate mousing over a button.
* @param button
* @return
*/
private boolean selectButton(Actor button) {
InputEvent event = Pools.obtain(InputEvent.class);
event.setType(Type.enter);
button.fire(event);
boolean handled = event.isHandled();
Pools.free(event);
return handled;
}
/**
* Simulate mousing off of a button.
* @param button
* @return
*/
private boolean unselectButton(Actor button) {
InputEvent event = Pools.obtain(InputEvent.class);
event.setType(Type.exit);
button.fire(event);
boolean handled = event.isHandled();
Pools.free(event);
return handled;
}
@Override public boolean xSliderMoved(Controller controller, int sliderCode, boolean value) { return false; }
@Override public boolean ySliderMoved(Controller controller, int sliderCode, boolean value) { return false; }
@Override public boolean accelerometerMoved(Controller controller, int accelerometerCode, Vector3 value) { return false; }
}
这需要您将按钮添加到表中,例如使用:
TextButton.TextButtonStyle buttonStyle = new TextButton.TextButtonStyle();
buttonStyle.font = new BitmapFont();
buttonStyle.font.scale(2f);
buttonStyle.fontColor = Color.WHITE;
buttonStyle.overFontColor = Color.LIGHT_GRAY;
buttonStyle.downFontColor = Color.GRAY;
newGameButton = new TextButton("New Game", buttonStyle);
continueButton = new TextButton("Continue", buttonStyle);
optionsButton = new TextButton("Options", buttonStyle);
exitButton = new TextButton("Exit", buttonStyle);
Table buttonGroup = new Table();
buttonGroup.setFillParent(true);
buttonGroup.align(Align.center);
buttonGroup.add(newGameButton);
buttonGroup.row();
buttonGroup.add(continueButton);
buttonGroup.row();
buttonGroup.add(optionsButton);
buttonGroup.row();
buttonGroup.add(exitButton);
stage.addActor(buttonGroup);
Controllers.addListener(new MenuControllerListener(buttonWrapper));
要处理事件,请使用 InputProcessor
接口开发一个简单的InputProcessor
,您可以添加该以获取 Gdx 输入事件。
MyInputProcessor inputProcessor = new MyInputProcessor();
Gdx.input.setInputProcessor(inputProcessor);
只需处理内部的不同键
@Override
public boolean keyDown (int keycode) {
return false;
}
您确实对它使用了键整数值。只需使用简单的开关盒即可检查按下了哪个键。
import com.badlogic.gdx.Input.Keys;
并使用静态数据,例如 Keys.LEFT
.像这样的简单开关箱:
@Override
public boolean keyDown (int keycode) {
switch (keycode) {
case Keys.LEFT:
// handle left push
break;
case Keys.RIGHT:
// handle right push
break;
case Keys.DOWN:
// handle down push
break;
// handle more keys here if you need
default:
// unused key pushed
break;
}
return false;
}
不要忘记根据需要返回 false 或 true。如您所见,它是一个简单的整数值,因此,如果有来自控制器的键,请检查在交换机内部使用它的交互值。
有关界面以及一切应该如何工作的更多信息,请查看libgdx的Wiki并获得更详细的解释。输入处理
问候