1. internal的文件路径 无法用list获取目录下文件 
 
 2.动态打包散图无法放入资源管理器,只能在资源加载器打包后的散图再合成打包,但都不如提前打包

 3.资源加载器读入以texture为格式的图片,无法作为pixmap格式用

4.在一张透明的pixmap里画pixmap,透明部分的透明度会被加重!(叠加了背景图的透明度)

5.android项目读取local读取不到,不会像pc一样再用interal方法读

6.android反射的顺序会变

 左安卓右pc

 

7.stage控制相机缩放

((OrthographicCamera) gameStage.getCamera()).zoom -=0.01f;

 

 8.使用gradle  build项目的时候提示资源路径不对,需要修改Edit Configurations

 9.常用类的一些更改

 List类-->如果是class使用Array类,如果是基础类型,比如int使用IntArray,float使用FloatArray等

Map类-->普通的使用ObjectMap类,如果是数值类,例如<int,int>可以使用IntIntMap,是<int,Object>使用IntMap等

具体查看com.badlogic.gdx.utils下的方法.使用这些方法以加快libgdx的效率.

 10.修改libgdx的颜色亮度

 下图中效果尉亮度每行90%的比例递减

//brightness 为0.9 则该颜色亮度降低到原来的0.9 图中效果为0.9的颜色递减

public static Color changeBright(Color color, float brightness)
    {
        float r=color.r; float g=color.g; float b=color.b;
        float h; float s; float v;
        float min, max, delta;
        min = ComUtil.Min( r, ComUtil.Min( g, b ));
        max = ComUtil.Max( r, ComUtil.Max( g, b ));
       v = max;               // v
        delta = max - min;
        if( max != 0 )
        s = delta / max;       // s
    else {
        // r = g = b = 0        // s = 0, v is undefined
        s = 0;
        h = -1;
        return color.fromHsv(h,s,v*brightness);
    }
        if( r == max )
        h = ( g - b ) / delta;     // between yellow & magenta
    else if( g == max )
        h = 2 + ( b - r ) / delta; // between cyan & yellow
    else
        h = 4 + ( r - g ) / delta; // between magenta & cyan
    h *= 60;               // degrees
        if( h < 0 )
        h += 360;
        return color.fromHsv(h,s,v*brightness);
    }
View Code

 

 11. 安卓的16进制方法转换问题

public static int getCoverStr(DefRule r, StringBuilder buf, int bufTag) {
    int cutL = r.getSize();
    int str = 0;
    if (cutL != 0) {
        if(buf.substring(bufTag, bufTag + cutL).equals("ffffffff")){
            str=-1;
        }else{
         //   Gdx.app.log("getCoverStr",buf.substring(bufTag, bufTag + cutL));
            str = Integer.parseInt(buf.substring(bufTag, bufTag + cutL), 16);
        }

    }
    return str ;
}
方法:Integer.parseInt(buf.substring(bufTag, bufTag + cutL), 16);
id:bm16_2 name:regionId c:3 bs:88742~88750
I/getCoverStr: e6010000
W/System.err: java.lang.NumberFormatException: For input string: "e6010000"
W/System.err:     at java.lang.Integer.parseInt(Integer.java:618)
此主要把截取的16进制转为十进制数字,但是在安卓部分模拟器上会出错,故我修改读取位数以避免错误

 12.  

之前连进都进不去

在AndroidManifest.xml中加入 android:largeHeap="true" 后进入

 猜测是因为使用映射等方法导致安卓内存过大,随后重写数据加载方法后速度加快

 13.重复动作Action

 使用重复动作,如一些比例变换,位置移动等必须复位,否则因为状态相同基本不会执行

 SequenceAction sequence = Actions.sequence(
                    Actions.scaleTo(0.5F, rate, 1.0F),
                   Actions.alpha(0.0F, 2.0F),
                    // Runnable 复位
                    Actions.run(new Runnable() {
                        @Override
                        public void run() {
                            // 打印一句 log 表示动作已执行
                           // Gdx.app.log(TAG, "The runnable action has been running.");
                            comActor.setScaleY(rate/3);
                            comActor.getColor().a=1.0f;
                        }
                    })

            );
            RepeatAction repeatAction = Actions.forever(sequence);
View Code

 14.map的遍历

//遍历IntIntMap drawHexagon
Iterator<IntIntMap.Entry> it = drawHexagon.iterator();
        while (it.hasNext()) {
            IntIntMap.Entry c= it.next();
            int id=c.key;
           int value=c.value;
View Code

 15. libgdx的actor批量绘制  当draw方法涉及不同图集的素材,批量绘制该actor会导致

DrawCall暴增

如图,在大比例模式下,由于兵模,国旗,血条来自不同的三个图集,导致批量绘制时 会在三个图集之间来回切换绘制,导致drawcalls暴增.极度影响游戏效率

 解决办法就是同一个图集的整体绘制完,然后再绘制另一个图集的
 或者整合到同一个图集
经过研究写了一种方法供参考,在actor的中设置drawState变量,draw方法根据不同的drawState绘制不同的图集的图片,然后修改actor所在stage的draw方法
 @Override
    public void draw() {
        if(getMainGame().gameConfig.ifDrawArmyMark){
            super.draw();
        }else {
            setArmyActorState(0);
            super.draw();
            for(int i=1;i<4;i++){
                super.getBatch().begin();
                for(ArmyActor a:armyActorList){
                    if (a!=null) {
                        a.setDrawState(i);
                        a.draw(super.getBatch(),1);
                    }
                }
                super.getBatch().end();
            }
        }
    }
stage修改的draw方法
 @Override
    public void draw(Batch batch, float parentAlpha) {
        super.draw(batch, parentAlpha);
        if (armyRegion == null || !isVisible()/*||cam.getCamera().zoom>0.85*/) {
            return;
        }


        // 备份 batch 原本的 Color
        //  Color tempBatchColor = batch.getColor();

        // 获取演员的 Color
        Color color = getColor();


        if(game.gameConfig.ifDrawArmyMark){//绘制底牌
            // 将演员的 Color 结合 parentAlpha 设置到 batch
            batch.setColor(1f-legionColor.r,1f-legionColor.g,1f-legionColor.b,parentAlpha);

            // 结合演员的属性绘制表示演员的纹理区域
            if(loopState==0||loopState==1) {
                batch.draw(
                        armyBottomRegion,
                        getX()+markRefX, getY()+markRefY,
                        getOriginX(), getOriginY(),
                        getWidth() , getHeight() ,
                        getScaleX(), getScaleY(),
                        getRotation()
                );
            }
            if(loopState==1||loopState==2){//如果循环,则添加一部分
                batch.draw(
                        armyBottomRegion,
                        getX()+markRefX+getMapW_px(), getY()+markRefY,
                        getOriginX(), getOriginY(),
                        getWidth(), getHeight(),
                        getScaleX(), getScaleY(),
                        getRotation()
                );
            }

            batch.setColor(color.r, color.g, color.b,  parentAlpha);
        }



        if(game.gameConfig.ifDrawArmyMark) {//绘制兵牌
            // 将演员的 Color 结合 parentAlpha 设置到 batch
            batch.setColor(color.r, color.g, color.b,  0.5f);
            if(loopState==0||loopState==1) {
                // 结合演员的属性绘制表示演员的纹理区域
                batch.draw(
                        armyRegion,
                        getX()+markRefX, getY()+markRefY,
                        getOriginX(), getOriginY(),
                        getWidth() , getHeight() ,
                        getScaleX(), getScaleY(),
                        getRotation()
                );
            }
            if(loopState==1||loopState==2){//如果循环,则添加一部分
                batch.draw(
                        armyRegion,
                        getX()+getMapW_px()+markRefX, getY()+markRefY,
                        getOriginX(), getOriginY(),
                        getWidth(), getHeight(),
                        getScaleX(), getScaleY(),
                        getRotation()
                );
            }
            batch.setColor(color.r, color.g, color.b,  parentAlpha);
        }else if(drawState==1){

            if(loopState==0||loopState==1) {
                // 结合演员的属性绘制表示演员的纹理区域
                batch.draw(
                        armyModelR,
                        getX()+modelRefX, getY()+modelRefY,
                        getOriginX(), getOriginY(),
                        armyModelR.getRegionWidth()* ResConfig.Map.MAP_SCALE , armyModelR.getRegionHeight()* ResConfig.Map.MAP_SCALE ,
                        getScaleX(), getScaleY(),
                        getRotation()
                );
            }
            if(loopState==1||loopState==2){//如果循环,则添加一部分
                batch.draw(
                        armyModelR,
                        getX()+modelRefX +getMapW_px(),getY()+ modelRefY,
                        getOriginX(), getOriginY(),
                        armyModelR.getRegionWidth()* ResConfig.Map.MAP_SCALE , armyModelR.getRegionHeight()* ResConfig.Map.MAP_SCALE ,
                        getScaleX(), getScaleY(),
                        getRotation()
                );
            }
        }




        if(game.gameConfig.ifDrawArmyMark){
            if(armyData.getArmyRound()!=0){
                batch.setColor(1,1,1,0.5f);
            }
            //绘制血条
            // 结合演员的属性绘制表示演员的纹理区域
            if(loopState==1||loopState==0) {
                batch.draw(
                        armyHpRegion.getRegion(),
                        getX()+markRefX, getY()+markRefY+ hpRefy*getScaleY(),//armyHpRegion.getSprite().getRegionHeight()*getScaleY()*hpRate
                        game.gameConfig.hpOx, game.gameConfig.hpOy,//手工测出来的.....
                        // game.sMapScreen.tempX,game.sMapScreen.tempY,
                        getWidth() , armyHpRegion.getSprite().getRegionHeight() ,
                        getScaleX(), getScaleY(),
                        180
                );
            }
            if(loopState==1||loopState==2){//如果循环,则添加一部分
                batch.draw(
                        armyHpRegion.getRegion(),
                        getX()+markRefX+getMapW_px(),getY()+markRefY+ hpRefy*getScaleY() ,//armyHpRegion.getSprite().getRegionHeight()*getScaleY()*hpRate
                        game.gameConfig.hpOx, game.gameConfig.hpOy,//手工测出来的.....
                        // game.sMapScreen.tempX,game.sMapScreen.tempY,
                        getWidth(), armyHpRegion.getSprite().getRegionHeight(),
                        getScaleX(), getScaleY(),
                        180
                );
            }
            batch.setColor(1,1,1,1f);
        }else if(drawState==2){
            if(loopState==0||loopState==1) {
                batch.draw(
                        flag,
                        getX()-6, getY()-12,
                        getOriginX(), getOriginY(),
                        flagW ,flagH ,
                        getScaleX(), getScaleY(),
                        getRotation()
                );
            }
            if(loopState==1||loopState==2){
                batch.draw(
                        flag,
                        getX()-6+getMapW_px(), getY()-12,
                        getOriginX(), getOriginY(),
                        flag.getRegionWidth()*0.4f ,flag.getRegionHeight()*0.4f ,
                        getScaleX(), getScaleY(),
                        getRotation()
                );
            }
        }else if(drawState==3){
            if(loopState==0||loopState==1) {
                batch.draw(
                        armyHpRegion.getRegion(),
                        getX()-25.4f, getY()-31.5f+ hpRefy*getScaleY()*0.4f,//armyHpRegion.getSprite().getRegionHeight()*getScaleY()*hpRate
                        game.gameConfig.hpOx, game.gameConfig.hpOy,//手工测出来的.....
                        // game.sMapScreen.tempX,game.sMapScreen.tempY,
                        flagW,  armyHpRegion.getSprite().getRegionHeight()*0.4f ,
                        getScaleX(), getScaleY(),
                        180
                );
            }
            if(loopState==1||loopState==2){
                batch.draw(
                        armyHpRegion.getRegion(),
                        getX()-25.4f+getMapW_px(), getY()-31.5f+ hpRefy*getScaleY()*0.4f,//armyHpRegion.getSprite().getRegionHeight()*getScaleY()*hpRate
                        game.gameConfig.hpOx, game.gameConfig.hpOy,//手工测出来的.....
                        // game.sMapScreen.tempX,game.sMapScreen.tempY,
                        flagW,  armyHpRegion.getSprite().getRegionHeight()*0.4f ,
                        getScaleX(), getScaleY(),
                        180
                );
            }
        }

        if(game.gameConfig.ifDrawArmyMark||drawState==3){
            if(rank!=null){//绘制军衔
                // 将演员的 Color 结合 parentAlpha 设置到 batch

                if(ifGeneral){
                    if(loopState==1||loopState==0) {
                        batch.draw(
                                rank,
                                getX()+markRefX, getY()+markRefY,
                                getOriginX(), getOriginY(),
                                getWidth() , getHeight() ,
                                getScaleX(), getScaleY(),
                                getRotation()
                        );
                    }
                    if(loopState==1||loopState==2){//如果循环,则添加一部分
                        batch.draw(
                                rank,
                                getX()+markRefX+getMapW_px(), getY()+markRefY,
                                getOriginX(), getOriginY(),
                                getWidth(), getHeight(),
                                getScaleX(), getScaleY(),
                                getRotation()
                        );
                    }
                }else{
                    if(loopState==1||loopState==0) {
                        batch.draw(
                                rank,
                                getX()+markRefX + 20 * scale, getY()+markRefY + 16 * scale,
                                getOriginX(), getOriginY(),
                                rank.getRegionWidth() , rank.getRegionHeight() ,
                                getScaleX(), getScaleY(),
                                getRotation()
                        );
                    }
                    if(loopState==1||loopState==2){//如果循环,则添加一部分
                        batch.draw(
                                rank,
                                getX()+markRefX+getMapW_px()+20*scale, getY()+markRefY+16*scale,
                                getOriginX(), getOriginY(),
                                rank.getRegionWidth(), rank.getRegionHeight(),
                                getScaleX(), getScaleY(),
                                getRotation()
                        );
                    }
                }

            }
        if(ifPlayer&&(game.gameConfig.ifDrawArmyMark||game.sMapScreen.getGameOperateState()== GameOperateState.selectPlayerArmyToCommand||game.sMapScreen.getGameOperateState()== GameOperateState.selectMergeArmy)&&targetState!=0) {//绘制目标
            // 结合演员的属性绘制表示演员的纹理区域
            if(loopState==1||loopState==0) {
                batch.draw(
                        targetRegionDAO.getTextureRegion(),
                        getX()+markRefX - game.gameConfig.targetRefv , getY()+markRefY -game.gameConfig.targetRefv,
                        // getX()-game.sMapScreen.tempX,getY()-game.sMapScreen.tempY,
                        targetRegionDAO.getRefx(), targetRegionDAO.getRefy(),
                        getWidth() , getHeight() ,
                        getScaleX(), getScaleY(),
                        targetAngle
                );
            }
            if(loopState==1||loopState==2){//如果循环,则添加一部分
                batch.draw(

                        targetRegionDAO.getTextureRegion(),
                        //getX()-game.sMapScreen.tempX+getMapW_px(),getY()-game.sMapScreen.tempY,
                        getX()+markRefX-game.gameConfig.targetRefv+getMapW_px(),getY()+markRefY-game.gameConfig.targetRefv,
                        targetRegionDAO.getRefx(),targetRegionDAO.getRefy(),
                        getWidth(), getHeight(),
                        getScaleX(), getScaleY(),
                        targetAngle
                );
            }
        }
        }

        // 还原 batch 原本的 Color
        // batch.setColor(tempBatchColor);
    }
actor修改的draw方法

效果如图 drawcall 14

 16. 创造Label类时,LabelStyle的颜色应该设置为白色,然后给 创建额label 赋值颜色,才能使颜色正常
 
 
17.创建一个需要TextButton,根据展示的文字自适应长度来实现切行,效果如下
原效果

 想要的效果

       
思路:首先通过button中的label  的setWrap(false)和getPrefWidth方法获取不换行时文字的长度,然后除以要实现的行,获得自适应应该的宽度,同理可以制作根据自适应高度,来实现的效果
  //h 一般为对齐的行长度  lineCount 字体长度

    public void setTButtonTextAndPotionAndAdapt(int i,float x,float y,float h,int lineCount, String text) {
        TextButton t=getTButton(i);
        if(t!=null){
            t.setVisible(true);
            t.getLabel().setText(text);
            t.getLabel().setHeight(h);
           // t.getLabel().setWidth(w);
            t.getLabel().setWrap(false);
            float width=t.getLabel().getPrefWidth()/lineCount+10;
            t.setWidth(width);
           t.setHeight(h);
           t.setX(x);
           t.setY(y);
           t.getLabel().setWrap(true);
        }
    }
代码

 

 
 
 18.as升级后的项目处理
 
 

 

 

 1.控制台输出乱码

 

 增加下列代码并重启

-Dfile.encoding=UTF-8

2.项目gradle building时间过长

修改 gradle.properties

org.gradle.daemon=true
org.gradle.jvmargs=-Xmx2048m -XX:MaxPermSize=512m -XX:+HeapDumpOnOutOfMemoryError -Dfile.encoding=UTF-8
org.gradle.parallel=true
org.gradle.configureondemand=true

 

 19.libgdx的模拟点击
  //获取要点击的对象
Button button=windowGroups.get(cmd.getInt("groupId")).getButton(cmd.getInt("buttonId"));
if(button==null){
return;
}
Vector2 p=new Vector2();
//将对象位置转换到屏幕左边中
button.localToScreenCoordinates(p);
//获取位置中心
int x= (int)(p.x+button.getWidth()/2);
int y=(int)(p.y-button.getHeight()/2);

//在stage中点击对象位置
uiStage.touchDown(x,y,1,0);
uiStage.touchUp(x,y,1,0);
 
20.  升级到1.10版本后freeType不能用
        但是我原来在1.9.14的就可以,在build.gradle里面先单独配置使用1.9.14来解决
 
 
 21 libgdx 新创建项目控制台乱码
乱码的解决方式是 增加  -Dfile.encoding=UTF-8

 

 

 22. 启用gradle的离线模式

 

 23.

 今天gradle自动更新,然后我不知道怎么操作了项目,导致项目启动后帧率 fps只有10.最后不得不把改动同步到旧项目,

经过查找发现是启用安卓项目,无法正常启动,导致pc项目也出现了问题

解决方法是 先把.gradle和.idea两个文件夹删除,然后找到旧项目,把.gradle和.idea两个文件夹完全复制过去

 24.

导入旧项目配置记录

 25.ShapeRenderer的使用

 
绘制飞机范围 
if(airRangeScale>0){
                batch.end();
                //batch.setColor(Color.WHITE.r,Color.WHITE.g,Color.WHITE.b,Color.WHITE.a/2);
                Gdx.gl.glEnable(GL30.GL_BLEND);
                Gdx.gl.glBlendFunc(GL30.GL_SRC_ALPHA, GL30.GL_ONE_MINUS_SRC_ALPHA);
                game.shapeRenderer.setProjectionMatrix(batch.getProjectionMatrix());
                game.shapeRenderer.setTransformMatrix(batch.getTransformMatrix());
                game.shapeRenderer.begin(ShapeRenderer.ShapeType.Filled);
                game.shapeRenderer.setColor(Color.LIGHT_GRAY.r,Color.LIGHT_GRAY.g,Color.LIGHT_GRAY.b,Color.LIGHT_GRAY.a/3f);
                if(cam.loopState==0||cam.loopState==1){
                    game.shapeRenderer.circle(getX()+airRangeX,getY()+airRangeY,airRangeLength);
                }
                if(cam.loopState==1||cam.loopState==2){
                    game.shapeRenderer.circle(getX()+cam.getMapW_px()+airRangeX,getY()+airRangeY,airRangeLength);
                }
                game.shapeRenderer.end();
                Gdx.gl.glDisable(GL30.GL_BLEND);
                batch.begin();
            }
示例:绘制飞机范围

 

 26. label字体空格间距问题

如图,这是一个label,要实现对齐效果是要补齐空格的: unitAttribute=生命:{0} 伤害:{1} 防御:{2} \n视野:{3} 射程:{4} 移动:{5} \n拥有特性:{6}

  public  String formmatStringForSpace(Label label,String str, int length, boolean ifLeft){
        float base=getCharLengthBySpace(label,ResDefaultConfig.StringName.space1);
        int num = Math.round (getCharLengthBySpace(label,str)/base);
         length= Math.round (getCharLengthBySpace(label,ComUtil.getSpace(length))/base);
        if (num == length) {
            return str;
        } else if (num< length) {
            for (int i = 0, iMax = length - num; i < iMax; i++) {
                if (ifLeft) {
                    str = ResDefaultConfig.StringName.space1 + str;
                } else {
                    str = str + ResDefaultConfig.StringName.space1;
                }
            }
           /* if(num==2){
                if (ifLeft) {
                    str = ResDefaultConfig.StringName.space1 + str;
                } else {
                    str = str + ResDefaultConfig.StringName.space1;
                }
            }*/
            Gdx.app.log("formmatString:"+ num+" "+(length - num),str);
            return str;
        } else {
            return ComUtil.formmatString(str,length,ifLeft,ResDefaultConfig.StringName.space1);
        }
    }
private float getCharLengthBySpace(Label label,String str) {
        label.setText(str);
        return label.getPrefWidth();
    }

 /*
     * 处理字符串,进行前后补位 resultString ,表原字符串 length,处理后要求长度 flag,1表示前面增加,0表示后增加
     * str1,要补位的字符串
     */
    public static String formmatString(String str, int length,  boolean ifLeft, String str1) {
       // int num = computeDisplayLen(str);
       // int numj=computeDisplayLen(str1);
        int num = str.getBytes().length;
        int numj=str1.getBytes().length;
        if (num == length) {
            return str;
        } else if (num< length) {
            for (int i = 0, iMax = length - num; i < iMax; i+=numj) {
                if (ifLeft) {
                    str = str1 + str;
                } else {
                    str = str + str1;
                }
            }
            Gdx.app.log("formmatString:"+ num,str);
            return str;
        } else {
            return str.substring(0, length);
        }
    }
View Code

 

 26,steam云存档配置问题

主要是libgdx的Preference方法储存位置无法配置到steam的云存档路径中,不得不对该方法进行仿写,让其保存到安装目录下

  1 package com.zhfy.game.framework.tool;
  2 
  3 import com.badlogic.gdx.Gdx;
  4 import com.badlogic.gdx.files.FileHandle;
  5 import com.badlogic.gdx.utils.Base64Coder;
  6 import com.badlogic.gdx.utils.Json;
  7 import com.badlogic.gdx.utils.JsonWriter;
  8 import com.badlogic.gdx.utils.ObjectMap;
  9 import com.zhfy.game.config.ResDefaultConfig;
 10 import com.zhfy.game.framework.ComUtil;
 11 
 12 import java.io.FileNotFoundException;
 13 import java.io.FileOutputStream;
 14 import java.io.IOException;
 15 import java.util.Iterator;
 16 import java.util.Properties;
 17 
 18 public class PropertiesUtil {
 19 
 20     private Properties save;
 21     private FileHandle file;
 22 
 23 
 24     public PropertiesUtil(String path) {
 25         file = Gdx.files.local(path);
 26         save=new Properties();
 27         if(file.exists()){
 28             try {
 29                 save.load(file.read());
 30             } catch (IOException e) {
 31                 e.printStackTrace();
 32             }
 33         }
 34     }
 35 
 36 
 37     public void flush() {
 38        /* Iterator<String> iterator = save.stringPropertyNames().iterator();
 39 
 40         while (iterator.hasNext()){
 41             String key = iterator.next();
 42 
 43         }*/
 44         file.writeString(ComUtil.transStrForProperty(save),false);
 45      /* FileOutputStream oFile=null;
 46         try {
 47             oFile = new FileOutputStream(file.file());
 48         } catch (FileNotFoundException e) {
 49             e.printStackTrace();
 50         }
 51         if(oFile!=null){
 52             try {
 53                 save.store(oFile,null);
 54                 oFile.close();
 55             } catch (IOException e) {
 56                 e.printStackTrace();
 57             }
 58         }*/
 59     }
 60 
 61   /**/  public void put(String key, Object object){
 62         save.put(key, object);
 63        // flush(); // 立即保存数据
 64     }
 65 
 66 
 67 
 68     public int getInteger(String key,int defaultValue){
 69         if(save.containsKey(key))
 70             return Integer.parseInt(save.get(key).toString());
 71         else
 72             save.put(key, String.valueOf(defaultValue));
 73         return defaultValue;
 74     }
 75 
 76     public String get(String key,String defaultValue){
 77         if(save.containsKey(key))
 78             return (String) save.get(key);
 79         else
 80             save.put(key, defaultValue);
 81         return defaultValue;
 82     }
 83 
 84     public Boolean getBoolean(String key,Boolean defaultValue){
 85         if(save.containsKey(key))
 86             return save.get(key).equals("true");
 87         else
 88             save.put(key, String.valueOf(defaultValue));
 89         return defaultValue;
 90     }
 91 
 92     public void putInteger(String key, int i) {
 93         save.put(key,String.valueOf( i));
 94         //flush(); // 立即保存数据
 95     }
 96 
 97     public void putBoolean(String key, boolean i) {
 98         save.put(key, String.valueOf(i));
 99       //  flush(); // 立即保存数据
100     }
101 
102     public String getString(String s, String no_stage_name) {
103         return get(s,no_stage_name);
104     }
105 
106     public void putString(String s, String s1) {
107         put(s,s1);
108     }
109 
110 
111 
112 
113 }
PropertiesUtil

 

 27 actor与其内部组件旋转问题

//先存入其位置 
tv.set( getRegionDAORefSX(i), getRegionDAORefSY(i));
//通过方法获得旋转后坐标                GameUtil.potionCoordinates(tv,getX(),getY(),getOriginX(),getOriginY(),getScaleX(),getScaleY(),getRotation());//Vector2 localCoords,float x,float y,float originX,float originY,float scaleX,float scaleY,float rotation
                //localToParentCoordinates(tv);
//绘制坐标
                batch.draw(
                        regionDAO.getTextureRegion(),
                        tv.x, tv.y,
                       0, 0,
                        regionDAO.getW(), regionDAO.getH(),
                        getScaleX(), getScaleY(),
                        getRotation()
                );


//坐标转化方法
 public static Vector2 potionCoordinates(Vector2 localCoords,float x,float y,float originX,float originY,float scaleX,float scaleY,float rotation) {


        rotation =-rotation;
        if (rotation == 0) {
            if (scaleX == 1 && scaleY == 1) {
                localCoords.x += x;
                localCoords.y += y;
            } else {
                localCoords.x = (localCoords.x - originX) * scaleX + originX + x;
                localCoords.y = (localCoords.y - originY) * scaleY + originY + y;
            }
        } else {
            final float cos = (float)Math.cos(rotation * MathUtils.degreesToRadians);
            final float sin = (float)Math.sin(rotation * MathUtils.degreesToRadians);
            final float tox = (localCoords.x - originX) * scaleX;
            final float toy = (localCoords.y - originY) * scaleY;
            localCoords.x = (tox * cos + toy * sin) + originX + x;
            localCoords.y = (tox * -sin + toy * cos) + originY + y;
        }
        return localCoords;
    }

  注意这个无法旋转文字,旋转文字的方式为外层套一个group,然后加label,通过操纵group来实现旋转

 

package com.zhfy.game.screen.actor.framework;

import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.utils.Align;
import com.badlogic.gdx.utils.Pool;
import com.badlogic.gdx.utils.XmlReader;
import com.zhfy.game.MainGame;
import com.zhfy.game.framework.ComUtil;
import com.zhfy.game.framework.GameUtil;
import com.zhfy.game.model.framework.TextureRegionDAO;

public class CardActor extends  BaseActor implements Pool.Poolable {

  /* 可以直接使用该类来在batch中绘制
   ShapeDrawer drawer = new ShapeDrawer(batch, region);
            batch.begin();
drawer.line(0, 0, 100, 100);
batch.end();*/
    public TextureRegionDAO cardBgDAO;
    public TextureRegionDAO cardRegionDAO;
    public TextureRegionDAO energyboxDAO;
    public TextureRegionDAO gemboxDAO;
    public TextureRegionDAO gemRegionDAO1;
    public TextureRegionDAO gemRegionDAO2;
    public TextureRegionDAO gemRegionDAO3;
    public TextureRegionDAO gemRegionDAO4;
    public TextureRegionDAO leadershipMarkDAO;
    public TextureRegionDAO forceboxDAO;
    public TextureRegionDAO forceMarkDAO;
    public TextureRegionDAO mainboxDAO;
    public TextureRegionDAO stateboxDAO;
    public TextureRegionDAO titleboxDAO;
    public TextureRegionDAO rangeboxDAO;
    public TextureRegionDAO atkboxDAO;
    public TextureRegionDAO hpboxDAO;
    public TextureRegionDAO shieldboxDAO;
    public TextureRegionDAO moveboxDAO;
    private int leadShip;
    public boolean alive;
    public XmlReader.Element cardE;
    //public Label stateLabel;
    public String text;

    public CardActor(MainGame game){
        setMainGame(game);
        this.alive = false;
        mainboxDAO=game.getImgLists().getTextureByName("card_mainbox0");
        setSize(this.mainboxDAO.getW(), this.mainboxDAO.getH());
        setOrigin(this.mainboxDAO.getW()/2, this.mainboxDAO.getH()/2);
    }


    public void init(MainGame game,int cardId) {
        setMainGame(game);
        this.cardE  =game.gameConfig.getDEF_CARD().getElementById(cardId);
        if(cardE==null){
            return;
        }

        //0单位
        //1母舰行动卡
        //2战术卡
        //3指令卡
        int type=cardE.getInt("type",0);

        cardBgDAO=game.getImgLists().getTextureByName("card_bg"+type);
        energyboxDAO=game.getImgLists().getTextureByName("card_energybox"+type);
        gemboxDAO=game.getImgLists().getTextureByName("card_gembox"+type);
        cardRegionDAO=game.getImgLists().getTextureByName("card_hqship"); //TODO
       /* gemRegionDAO1=game.getImgLists().getTextureByName(""+type); //TODO
        gemRegionDAO2=game.getImgLists().getTextureByName(""+type);
        gemRegionDAO3=game.getImgLists().getTextureByName(""+type);
        gemRegionDAO4=game.getImgLists().getTextureByName(""+type);*/
        leadershipMarkDAO=game.getImgLists().getTextureByName("card_leadershipMark"+type);
        forceboxDAO =game.getImgLists().getTextureByName("card_forcebox"+type);
        forceMarkDAO =game.getImgLists().getTextureByName("card_forceMark1");
        mainboxDAO=game.getImgLists().getTextureByName("card_mainbox"+type);
        stateboxDAO=game.getImgLists().getTextureByName("card_statebox"+type);
        titleboxDAO=game.getImgLists().getTextureByName("card_titlebox"+type);

        //
        rangeboxDAO=game.getImgLists().getTextureByName("card_rangebox");
        atkboxDAO =game.getImgLists().getTextureByName("card_atkbox");
        hpboxDAO=game.getImgLists().getTextureByName("card_ship7box");
        shieldboxDAO=game.getImgLists().getTextureByName("card_shieldbox");
        moveboxDAO=game.getImgLists().getTextureByName("card_movebox");
     //   stateLabel= GameUtil.initLabel(stateLabel,getMainGame().gameConfig.gameFont,"test",Color.WHITE, labelEs.get(l),stageW,stageH,getMainGame().gameConfig.gameFontScale);
      /*  stateLabel = new Label("test", new Label.LabelStyle(getMainGame().gameConfig.gameFont, Color.WHITE));
        stateLabel.setText("测试技能 这技能无敌,可以杀死全部敌人,并获得敌人的卡牌在手中");
        stateLabel.setColor(Color.WHITE);
        stateLabel.setFontScale(0.5f);
        stateLabel.setWidth(445);
        stateLabel.setHeight(220);
        stateLabel.setWrap(true);
        stateLabel.setDebug(true);*/


        /*this.textureRegionDAO = game.getImgLists().getTextureByName(regionName);
        this.region= textureRegionDAO.getTextureRegion();
        setSize(this.region.getRegionWidth(), this.region.getRegionHeight());*/
        text=game.gameMethod.getDialogueStr(1, ComUtil.getRandom(1,game.gameConfig.getDEF_RDIALOGUE().getElementById(1).getInt("count") ) ,"");
        setSize(this.mainboxDAO.getW(), this.mainboxDAO.getH());
        this.alive =true;
        setScale(1.0f);
        leadShip=6;
        setDebug(true);
    }



    @Override
    public void act(float delta) {
        super.act(delta);
    }

    @Override
    public void draw(Batch batch, float parentAlpha) {
        super.draw(batch, parentAlpha);
        if (!alive || !isVisible()) {
            return;
        }
        boolean batchBlendState=batch.isBlendingEnabled();

        /*
         * 先把 batch 原本的 color 保存起来, 因为 batch 是从外部传进来的, 最好不要改变它原本的状态,
         * 但在这里需要重新设置 batch 的 color, 所以先保存起来, 等当前方法执行完时再将 batch 原本的 color 设置回去。
         */
        Color tempBatchColor = batch.getColor();

        /*
         * 实际上演员并没有单独的 alpha 属性, alpha 包含在颜色(color)属性中, rgba color 中的 a 表示 alpha;
         * 演员有 alpha 值, 而父节点(舞台/演员组)中也有 alpha 值(parentAlpha)。 由于最终在演员节点中才真正把纹理
         * 绘制在屏幕上, 才是真正绘制的地方, 而父节点一般用于组织演员, 不会直接绘制任何纹理, 透明度 alpha 值只有在绘制
         * 时才能体现出来, 所以父节点无法体现自己的 alpha 值, 因此父节点会将自己的 alpha 值(就是draw方法中的参数 parentAlpha)
         * 传递给它自己的所有子节点,即最终直接绘制纹理的演员, 让演员结合自身的 alpha 值在绘制时综合体现。
         */

        // 获取演员的 color 属性
        Color color = getColor();

        /*
         * 处理 color/alpha 属性, 即将演员的 rgba color 设置到纹理画布 batch。
         * 其中的 alpha 需要结合演员和父节点的 alpha, 即演员的 alpha 与父节点的 alpha 相乘,
         * 例如父节点的 alpha 为 0.5, 演员的 alpha 为 0.5, 那么最终的显示效果就是 0.5 * 0.5 = 0.25
         */
       batch.setColor(color.r, color.g, color.b,  color.a);
        Vector2 tv= getMainGame().rescource.cardVector2;
       for(int i=0;i<=26;i++){
            TextureRegionDAO regionDAO=getRegionDAO(i);
            if(regionDAO!=null){
                tv.set( getRegionDAORefSX(i), getRegionDAORefSY(i));
                GameUtil.potionCoordinates(tv,getX(),getY(),getOriginX(),getOriginY(),getScaleX(),getScaleY(),getRotation());//Vector2 localCoords,float x,float y,float originX,float originY,float scaleX,float scaleY,float rotation
                //localToParentCoordinates(tv);
                batch.draw(
                        regionDAO.getTextureRegion(),
                        tv.x, tv.y,
                       0, 0,
                        regionDAO.getW(), regionDAO.getH(),
                        getScaleX(), getScaleY(),
                        getRotation()
                );
            }
       }

       // batch.setColor(color.r, color.g, color.b,  parentAlpha);
        //stateLabel.setX(getX());
        //stateLabel.setY(getY());
        //stateLabel.draw(batch,parentAlpha);
      /*  float sourceScale=getMainGame().gameConfig.gameFont.getScaleX();
        getMainGame().gameConfig.gameFont.getData().setScale(0.5f);
        tv.set( 10, 120);
        GameUtil.potionCoordinates(tv,getX(),getY(),111,getOriginY(),getScaleX(),getScaleY(),getRotation());//Vector2 localCoords,float x,float y,float originX,float originY,float scaleX,float scaleY,float rotation
        batch.setTransformMatrix(getMainGame().rescource.cardMatrix4.setToRotation(0,0,1,getRotation()));
        getMainGame().gameConfig.gameFont.draw(batch,text,tv.x,tv.y,222, Align.center,true);

        getMainGame().gameConfig.gameFont.getData().setScale(sourceScale);
       */
        // 将 batch 原本的 color 设置回去
        batch.setColor(tempBatchColor);

        if(batchBlendState){
            batch.enableBlending();
        }else {
            batch.disableBlending();
        }
    }

    private TextureRegionDAO getRegionDAO(int i) {
        switch (i){
            case 0:return cardBgDAO;
            case 1:return cardRegionDAO;
            case 2:return energyboxDAO;
            //TODO
           // case 3:return forceboxDAO;
           // case 4:return forceMarkDAO;
            case 5:return titleboxDAO;
            case 6:return stateboxDAO;
            case 7:return mainboxDAO;
            case 8:return gemRegionDAO1;
            case 9:return gemRegionDAO2;
            case 10:return gemRegionDAO3;
            case 11:return gemRegionDAO4;
            case 12:
            case 13:
            case 14:
            case 15:return gemboxDAO;
            case 16:return rangeboxDAO;
            case 17:return atkboxDAO;
            case 18:return hpboxDAO;
            case 19:return shieldboxDAO;
            case 20:return moveboxDAO;
            case 21:
            case 22:
            case 23:
            case 24:
            case 25:
            case 26:return leadershipMarkDAO;

          //  leadershipMarkDAO

        }
        return null;
    }

    private float getRegionDAORefSX(int i){
        if(i==-1){
            return getMainGame().generalScreen.tempActor.getX();
        }


        switch (i){
            case 0:return 0;
            case 1:return 2;
            case 2:return 2;
            case 3:return 199;
            case 4:return 203;
            case 5:return 0;
            case 6:return 1;
            case 7:return 0;
            case 8:return 0;
            case 9:return 0;
            case 10:return 0;
            case 11:return 0;
            case 12:return 200;
            case 13:return 200;
            case 14:return 200;
            case 15:return 200;
            case 16:return 9;
            case 17:return 52;
            case 18:return 95;
            case 19:return 154;
            case 20:return 197;

            case 21:return 112+(leadShip%2 == 1?0:-13);
            case 22:return 112+(leadShip%2 == 1?26:13);
            case 23:return 112+(leadShip%2 == 1?-26:-39);
            case 24:return 112+(leadShip%2 == 1?52:39);
            case 25:return 112+(leadShip%2 == 1?-52:-65);
            case 26:return 112+(leadShip%2 == 1?78:65);
        }
        return 0;
    }

    private float getRegionDAORefSY(int i) {
        if(i==-1){
            return getMainGame().generalScreen.tempActor.getY();
        }
        switch (i){
            case 0:return 5;
            case 1:return 163;
            case 2:return 285;
            case 3:return 163;
            case 4:return 170;
            case 5:return 122;
            case 6:return -2;
            case 7:return 0;
            case 8:return -300;
            case 9:return -300;
            case 10:return -300;
            case 11:return -300;
            case 12:return 295;
            case 13:return 264;
            case 14:return 233;
            case 15:return 202;
            case 16:return 169;
            case 17:return 166;
            case 18:return 160;
            case 19:return 167;
            case 20:return 169;
            case 21:
            case 22:
            case 23:
            case 24:
            case 25:
            case 26:return 307;
        }
        return 0;
    }

    private int getRegionDAORefOX(int i){
        switch (i){
            case 0:return cardBgDAO.getRefx();
            case 1:return cardRegionDAO.getRefx();
            case 2:return energyboxDAO.getRefx();
            case 3:return forceboxDAO.getRefx();
            case 4:return forceMarkDAO.getRefx();
            case 5:return titleboxDAO.getRefx();
            case 6:return stateboxDAO.getRefx();
            case 7:return mainboxDAO.getRefx();
            case 8:return gemRegionDAO1.getRefx();
            case 9:return gemRegionDAO2.getRefx();
            case 10:return gemRegionDAO3.getRefx();
            case 11:return gemRegionDAO4.getRefx();
            case 12:
            case 13:
            case 14:
            case 15:return gemboxDAO.getRefx();
            case 16:return rangeboxDAO.getRefx();
            case 17:return atkboxDAO.getRefx();
            case 18:return hpboxDAO.getRefx();
            case 19:return shieldboxDAO.getRefx();
            case 20:return moveboxDAO.getRefx();
            case 21:
            case 22:
            case 23:
            case 24:
            case 25:
            case 26:return leadershipMarkDAO.getRefx();
        }
        return 0;
    }

    private int getRegionDAORefOY(int i) {
        switch (i){
            case 0:return cardBgDAO.getRefy();
            case 1:return cardRegionDAO.getRefy();
            case 2:return energyboxDAO.getRefy();
            case 3:return forceboxDAO.getRefy();
            case 4:return forceMarkDAO.getRefy();
            case 5:return titleboxDAO.getRefy();
            case 6:return stateboxDAO.getRefy();
            case 7:return mainboxDAO.getRefy();
            case 8:return gemRegionDAO1.getRefy();
            case 9:return gemRegionDAO2.getRefy();
            case 10:return gemRegionDAO3.getRefy();
            case 11:return gemRegionDAO4.getRefy();
            case 12:
            case 13:
            case 14:
            case 15:return gemboxDAO.getRefy();
            case 16:return rangeboxDAO.getRefy();
            case 17:return atkboxDAO.getRefy();
            case 18:return hpboxDAO.getRefy();
            case 19:return shieldboxDAO.getRefy();
            case 20:return moveboxDAO.getRefy();
            case 21:
            case 22:
            case 23:
            case 24:
            case 25:
            case 26:return leadershipMarkDAO.getRefy();
        }
        return 0;
    }

    @Override
    public void reset() {
        setVisible(false);
        setRotation(0);
        setOriginY(0);
        setOriginX(0);
        setScale(1.0f);
        alive=false;
    }

    //会把中心点设置图片的中心
    public void setCenterPotionAndOriginByTextureRegionRef(float sourceX, float sourceY){
        setX(sourceX- mainboxDAO.getRefx());
        setY(sourceY- mainboxDAO.getRefy());
        setOrigin(mainboxDAO.getRefx(), mainboxDAO.getRefy());
    }
//需要提前设置中心点
    public void setCenterPotionByHaveOrigin(float sourceX, float sourceY){
        setX(sourceX- getOriginX());
        setY(sourceY- getOriginY());
    }



    /**
     * 设置中心点坐标
     * @param centerX
     * @param centerY
     */
    public void setCenter(float centerX, float centerY) {
        setCenterX(centerX);
        setCenterY(centerY);
    }

    /**
     * 设置水平方向中心点坐标
     * @param centerX
     */
    public void setCenterX(float centerX) {
        setX(centerX - getWidth() / 2.0F);
    }

    /**
     * 设置竖直方向中心点坐标
     * @param centerY
     */
    public void setCenterY(float centerY) {
        setY(centerY - getHeight() / 2.0F);
    }



}
cardactor方法

 

28.使用pool创建对象,对其使用RunnableAction导致冲突,

原因为RunnableAction也是一个pool创建的,导致action没准确的回收时机,在创建多对象时导致action有可能重复

解决方法是 重写一个pool,来创建对象

package com.zhfy.game.screen.actor.framework;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.Pool;
//原来的pool不兼容action,并且无法区分是否还在使用,所以使用这个替代
public abstract class ObjectPool<T> {

    private final Array<T> freeObjects=new Array();
    private final Array<T> useObjects=new Array();

    public ObjectPool () {
    }

    public T obtain(){
        if(freeObjects.size==0){
           T t=  newObject();
            useObjects.add(t);
            Gdx.app.log("objectPool obtain1",t.toString());
           return t;
        }else{
            T t=freeObjects.removeIndex(0);
            useObjects.add(t);
            Gdx.app.log("objectPool obtain2",t.toString());
            return t;
        }
    }

    public void free(T t){
        if(useObjects.removeValue(t,false)){
            freeObjects.add(t);
            Gdx.app.log("objectPool free",t.toString());
        }else{
            Gdx.app.error("objectPool free is error",t.toString());
        }
    }

    abstract protected T newObject ();
}
View Code
初始创建:
public final ObjectPool<CardSkin> tempCardSkins = new ObjectPool<CardSkin>() {
        @Override
        protected CardSkin newObject() {
            return new CardSkin(getMainGame());
        }
    };
创建对象:
 CardSkin tempCard=tempCardSkins.obtain();
释放示例:
    final float finalTime = time;
        RunnableAction runAction = Actions.run(new Runnable() {
            @Override
            public void run() {
                cardOperateGroup.setUse(false);
                cardOperateGroup.setVisible(false);
                tempCardSkins.free(cardOperateGroup);
                if(operateState == GameOperateState.母舰行动阶段){
                    bfResetCardActorPotion();
                    cmResetPlayerHandCardPotion(finalTime);
                }
            }
        });
        //ScaleToAction scaleTo = Actions.scaleTo(0, 0, time*0.3f);
        SequenceAction sequenceAction = null;
        if(ifHid){
            sequenceAction=Actions.sequence(moveTo,runAction);
        }else{
            sequenceAction=Actions.sequence(moveTo);
        }
      cardOperateGroup.addAction(sequenceAction);

 

 

 

 

 

 

posted on 2019-06-03 10:23  黑狱  阅读(1272)  评论(1编辑  收藏  举报