所以,我正在为即将推出的应用程序使用 LibGDX.
So, I'm using LibGDX for my upcoming App.
我使用 FitViewport 来确保 16:9 的纵横比.因此,除 16:9 以外的其他宽高比的播放器将在站点出现黑条.
I use a FitViewport to ensure the 16:9 aspect ratio. So players with other aspect ratios than 16:9 will have black bars at sites.
最好的方法是绘制一个屏幕填充背景图像,它也覆盖了黑条所在的区域?
camera = new OrthographicCamera();
viewport = new FitViewport(WIDTH, HEIGHT, camera);
viewport.apply();
camera.position.set(WIDTH / 2, HEIGHT / 2, 0);
camera.update();
这就是我目前设置相机/视口的方式.
Thats how I set up my camera/viewport currently.
然后我用 SpriteBatch 在上面画东西.
I then draw stuff on it with a SpriteBatch.
Gdx.gl.glClearColor(1, 1, 1, 1);
这就是我目前至少将黑条的颜色更改为任何 RGB 颜色的方式.
That's how I currently at least change the color of the black bars, to any RGB color.
在我看来,最好的办法是创建第二个阶段,它自己的 Viewport
仅用于后台用途.第二个 Viewport
不应该是 FillViewport - 它会根据我的经验拉伸您的图形.我认为 ExtendViewport 在这种情况下会更好.
In my opinion, the best idea is to create a second stage and it's own Viewport
only for background purposes. This second Viewport
should not be FillViewport - it will strech your graphics from my experience. I think ExtendViewport is better in this case.
那么它应该是什么样子:
So how should it look:
Stage stage, backStage;
FitViewport viewport;
ExtendViewport backViewport;
...
stage = new Stage(); //this is your normal stage you have now
stage.setViewport( yourFitViewport ); //here you are assingning fit viewport
backViewport = new ExtendViewport( screenWidth, screenHeight );
backStage = new Stage();
backStage.setViewport( backViewport );
...
//now add to backStage your background Image
backStage.addActor( yourBackground );
现在只需在渲染方法中处理新阶段.
Now just handle new stage in the render method.
backStage.act();
stage.act();
backStage.draw(); //backStage first - we want it under stage
stage.draw();
并在更新中更新新的 Viewport
或像旧的一样渲染.就是这样.
And update new Viewport
in update or render like your old one. That's all.
在此处阅读有关 Viewports
的更多信息:https://github.com/libgdx/libgdx/wiki/Viewports
Read more about Viewports
here: https://github.com/libgdx/libgdx/wiki/Viewports
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