这篇文章的目的是扩展我们上次创建的游戏"Drop"。我们要添加一个菜单页面和一对功能来让游戏更有趣一些。
让我们从向游戏中引入几个高级类开始。
Screens 对于多组件的游戏非常重要。Screens包含了许多在ApplicationListener中所用的方法,并包含一对新方法show 和 hide,它们分别在Screen获取和失去焦点时调用。
Game抽象类提供了一个ApplicationListener的实现,还有一些帮助方法来设置和处理Screen渲染。
总之,Screen 和 Game对象被用来创建简单而强大的游戏结构。
我们从创建一个Game对象开始,它将作为游戏的入口。
让我们看些代码:
package com.badlogic.drop; import com.badlogic.gdx.Game; import com.badlogic.gdx.graphics.g2d.BitmapFont; import com.badlogic.gdx.graphics.g2d.SpriteBatch; public class Drop extends Game { SpriteBatch batch; BitmapFont font; public void create() { batch = new SpriteBatch(); //Use LibGDX's default Arial font. font = new BitmapFont(); this.setScreen(new MainMenuScreen(this)); } public void render() { super.render(); } public void dispose() { batch.dispose(); font.dispose(); } }
一开始我们实例化一个SpriteBatch和一个BitmapFont。创建多个事实上可共享的对象是很差的一种实践(see DRY)。SpriteBatch对象用来在屏幕上渲染对象,如纹理; BitmapFont对象以及SpriteBatch被用来在屏幕渲染文字。关于这方面内容我们会在Screen类中详述。
Game实现中一个很常见的错误就是忘记调用super.render()。不调用它的话,create()方法中设置的Screen就不会被渲染。
最后,记得销毁这些对象。 Further reading.
现在来看MainMenuScreen类。
package com.badlogic.drop; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.OrthographicCamera; public class MainMenuScreen implements Screen { final Drop game; OrthographicCamera camera; public MainMenuScreen(final Drop gam) { game = gam; camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); } //...Rest of class omitted for succinctness. }
在这个代码段里,我们创建了MainMenuScreen的构造器,MainMenuScreen同时实现了Screen接口。Screen接口不提供任何形式的create()方法,因此我们转而用了构造器。这个构造器唯一需要的参数就是一个Drop实例,以便我们可以在需要时调用它的方法的字段。
接下来,最后MainMenuScreen类里很“肉”的一个方法是:render(float)
public class MainMenuScreen implements Screen { //public MainMenuScreen(final Drop gam).... @Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0.2f, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); game.batch.setProjectionMatrix(camera.combined); game.batch.begin(); game.font.draw(game.batch, "Welcome to Drop!!! ", 100, 150); game.font.draw(game.batch, "Tap anywhere to begin!", 100, 100); game.batch.end(); if (Gdx.input.isTouched()) { game.setScreen(new GameScreen(game)); dispose(); } } //Rest of class still omitted... }
这块代码相当简单,除了我们需要调用游戏的SpriteBatch 和 BitmapFont实例而非创建自己的。game.font.draw(SpriteBatch, String, float,float)实现把文字渲染到屏幕。 LibGDX 自带了预置的字体,Arial , 因此你可以用默认构造器而仍然获得一个字体。
然后我们查看屏幕是否并触摸,如果是,我们设备游戏的屏幕为一个GameScreen实例,然后销毁当前MainMenuScreen实例。MainMenuScreen中需要实现的其他方法都留空,因此继续忽略它们(该类没什么要销毁的)。
现在完成了主菜单,是时候创建我们的游戏了。我们将略去上一章中该游戏的大部分代码以避免冗余,以及避免不得不思考一个不同的Drop游戏实现。
package com.badlogic.drop; import java.util.Iterator; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Input.Keys; import com.badlogic.gdx.Screen; import com.badlogic.gdx.audio.Music; import com.badlogic.gdx.audio.Sound; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.math.MathUtils; import com.badlogic.gdx.math.Rectangle; import com.badlogic.gdx.math.Vector3; import com.badlogic.gdx.utils.Array; import com.badlogic.gdx.utils.TimeUtils; public class GameScreen implements Screen { final Drop game; Texture dropImage; Texture bucketImage; Sound dropSound; Music rainMusic; OrthographicCamera camera; Rectangle bucket; Array<Rectangle> raindrops; long lastDropTime; int dropsGathered; public GameScreen(final Drop gam) { this.game = gam; // load the images for the droplet and the bucket, 64x64 pixels each dropImage = new Texture(Gdx.files.internal("droplet.png")); bucketImage = new Texture(Gdx.files.internal("bucket.png")); // load the drop sound effect and the rain background "music" dropSound = Gdx.audio.newSound(Gdx.files.internal("drop.wav")); rainMusic = Gdx.audio.newMusic(Gdx.files.internal("rain.mp3")); rainMusic.setLooping(true); // create the camera and the SpriteBatch camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); // create a Rectangle to logically represent the bucket bucket = new Rectangle(); bucket.x = 800 / 2 - 64 / 2; // center the bucket horizontally bucket.y = 20; // bottom left corner of the bucket is 20 pixels above // the bottom screen edge bucket.width = 64; bucket.height = 64; // create the raindrops array and spawn the first raindrop raindrops = new Array<Rectangle>(); spawnRaindrop(); } private void spawnRaindrop() { Rectangle raindrop = new Rectangle(); raindrop.x = MathUtils.random(0, 800 - 64); raindrop.y = 480; raindrop.width = 64; raindrop.height = 64; raindrops.add(raindrop); lastDropTime = TimeUtils.nanoTime(); } @Override public void render(float delta) { // clear the screen with a dark blue color. The // arguments to glClearColor are the red, green // blue and alpha component in the range [0,1] // of the color to be used to clear the screen. Gdx.gl.glClearColor(0, 0, 0.2f, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); // tell the camera to update its matrices. camera.update(); // tell the SpriteBatch to render in the // coordinate system specified by the camera. game.batch.setProjectionMatrix(camera.combined); // begin a new batch and draw the bucket and // all drops game.batch.begin(); game.font.draw(game.batch, "Drops Collected: " + dropsGathered, 0, 480); game.batch.draw(bucketImage, bucket.x, bucket.y); for (Rectangle raindrop : raindrops) { game.batch.draw(dropImage, raindrop.x, raindrop.y); } game.batch.end(); // process user input if (Gdx.input.isTouched()) { Vector3 touchPos = new Vector3(); touchPos.set(Gdx.input.getX(), Gdx.input.getY(), 0); camera.unproject(touchPos); bucket.x = touchPos.x - 64 / 2; } if (Gdx.input.isKeyPressed(Keys.LEFT)) bucket.x -= 200 * Gdx.graphics.getDeltaTime(); if (Gdx.input.isKeyPressed(Keys.RIGHT)) bucket.x += 200 * Gdx.graphics.getDeltaTime(); // make sure the bucket stays within the screen bounds if (bucket.x < 0) bucket.x = 0; if (bucket.x > 800 - 64) bucket.x = 800 - 64; // check if we need to create a new raindrop if (TimeUtils.nanoTime() - lastDropTime > 1000000000) spawnRaindrop(); // move the raindrops, remove any that are beneath the bottom edge of // the screen or that hit the bucket. In the later case we play back // a sound effect as well. Iterator<Rectangle> iter = raindrops.iterator(); while (iter.hasNext()) { Rectangle raindrop = iter.next(); raindrop.y -= 200 * Gdx.graphics.getDeltaTime(); if (raindrop.y + 64 < 0) iter.remove(); if (raindrop.overlaps(bucket)) { dropsGathered++; dropSound.play(); iter.remove(); } } } @Override public void resize(int width, int height) { } @Override public void show() { // start the playback of the background music // when the screen is shown rainMusic.play(); } @Override public void hide() { } @Override public void pause() { } @Override public void resume() { } @Override public void dispose() { dropImage.dispose(); bucketImage.dispose(); dropSound.dispose(); rainMusic.dispose(); } }
这个代码和以前的实现有 95% 是一样的,除了现在我们用构造器代替了ApplicatonListener的create()方法,并传入一个Drop对象,像在MainMenuScreen类中一样。当Screen被设置为GameScreen时我们将同时播放音乐。
我们也在游戏左上角添加了一个字符串,来跟踪收集到的雨滴数。
到这里你就完成了整个游戏。这就是所有需要理解的关于Screen接口和 Game抽象类的内容,以及创建多界面多状态的游戏。
现在,你掌握了多画面的知识,是时候好好利用它。当然为了更真实一些,学习 Scene2d Scene2D.ui 和 Skins 让主菜单更漂亮一些,或者为drop游戏添加一些爆炸。
如果你已经读过Drop手册的后文,你应该已经准备好创建自己的游戏了。最好的办法就是走出去干,所以干吧!