先说明一下上一篇文章我使用了多张hiero图的字体绘制,因为我对源码进行了一些修改,本来想这次发出来的,但是我仔细调试了一下,发现对于多图的支持还是有问题,有些字会出现偏移。

这个只有继续尝试了…大家可以考虑使用ttf字库。

然后继续说上一篇,虽然实现了一个简单的效果,但是目前有很多不足。我把AVG游戏需要的资源全部提取出来,放在一个个文件夹中,然后通过配置文件加载这些数据。

libgdx的工具库

com.badlogic.gdx.utils就是libgdx的工具库,支持两种格式xml和json。

我最先倾向于使用json格式,但是反复想了想,虽然json的大小可能要小点,但是没有xml直观好读。

所以还是选择使用xml格式,读取xml文件使用XmlReader。

XmlReader reader=new XmlReader(); 
try { 
    Element config=reader.parse(Gdx.files.internal("data/config.xml")); 
    config.get("name"); //获取属性值,如果没有属性值则返回同名child的值 
    config.getAttribute("name"); //获取属性值 
} catch (IOException e) { 
    e.printStackTrace(); 
}

配置文件格式分析

配置文件需要配置的内容其实就是上一篇我们硬编码进去的东西,有背景、边框、对话等。

我设计的比较随意,不一定是最好的,大家可以参考参考。

<?xml version="1.0" encoding="UTF-8"?> 
<scene> 
    <packfile>pack</packfile> 
    <background>bg1</background> 
    <border> 
        <border-name>border</border-name> 
        <border-left>26</border-left> 
        <border-right>26</border-right> 
        <border-top>31</border-top> 
        <border-bottom>31</border-bottom> 
    </border> 
    <dialogues> 
        <dialogue> 
            <name>人物1</name> 
            <data>这是对话1</data> 
        </dialogue> 
        <dialogue> 
            <name>人物1</name> 
            <data>这是对话2</data> 
        </dialogue> 
    </dialogues> 
</scene>

如果对话比较长还可以继续添加<dialogue>节点。border-*那4个值就是NinePatch的左边距、右边距、上边距、下边距。

这里还有一个地方需要注意,如果我们需要切换场景怎么办?切换的场景可能是一个AVG场景,也可能是个一般的Screen。我本来想做个简单的IOC容器的,但后来想想也没有那么复杂。

在配置文件中加上一句

如果是一般Screen就是

&lt;nextscreen type="standard"&gt;com.cnblogs.htynkn.screen.GameOver&lt;/nextscreen&gt;

如果是AVG场景就是

&lt;nextscreen type="avg"&gt;data/scene2/config.xml&lt;/nextscreen&gt;

使用libgdx实现相关效果

其实整个原理和上一篇原理是一样的,唯一多的一个就是解析配置文件和场景跳转。

 

XmlReader xmlReader = new XmlReader(); 
try { 
    Element config = xmlReader.parse(Gdx.files 
            .internal(this.configFileName)); //加载配置文件 
    atlas = new TextureAtlas(Gdx.files.internal(configFileName) 
            .parent() 
            + "/" + config.get("packfile")); //获取pack配置文件 
    background = atlas.findRegion(config.get("background")); //创建背景图 
    Element borderConfig = config.getChildByName("border"); //获取border配置 
    border = new NinePatch(atlas.findRegion(borderConfig.getChild(0) 
            .getText()), Integer.parseInt(borderConfig.getChild(1) 
            .getText()), Integer.parseInt(borderConfig.getChild(2) 
            .getText()), Integer.parseInt(borderConfig.getChild(3) 
            .getText()), Integer.parseInt(borderConfig.getChild(4) 
            .getText())); //实例化border 
    dialogues = new ArrayList&lt;String[]&gt;(); 
    Element dialoguesConfig = config.getChildByName("dialogues"); //开始处理对话 
    for (int i = 0; i &lt; dialoguesConfig.getChildCount(); i++) { 
        dialogues.add(new String[] { 
                dialoguesConfig.getChild(i).get("name"), 
                dialoguesConfig.getChild(i).get("data") }); 
    } 
    Element screenConfig = config.getChildByName("nextscreen"); //处理场景 
    if (screenConfig.getAttribute("type").equals("avg")) { 
        nextScreen = new AVGScreen(this.game, screenConfig.getText()); 
    } else { 
        try { 
            nextScreen = (Screen) Class.forName(screenConfig.getText()) 
                    .newInstance(); 
        } catch (Exception e) { 
            e.printStackTrace(); 
        } 
    }

} catch (IOException e) { 
    e.printStackTrace(); 
}
读取完成后构建舞台,然后绘制。唯一需要修改的就是场景跳转。
borderImage.setClickListener(new ClickListener() {

    @Override 
    public void click(Actor actor, float x, float y) { 
        if (currentSize &lt; dialogues.size() - 1) { 
            currentSize++; 
        } else { 
            if (nextScreen != null) { 
                game.setScreen(nextScreen); 
            } 
        } 
    } 
});
完整代码:

package com.cnblogs.htynkn.ui;

import java.io.IOException; 
import java.util.ArrayList; 
import java.util.List;

import com.badlogic.gdx.Game; 
import com.badlogic.gdx.Gdx; 
import com.badlogic.gdx.Screen; 
import com.badlogic.gdx.graphics.Color; 
import com.badlogic.gdx.graphics.GL10; 
import com.badlogic.gdx.graphics.Texture; 
import com.badlogic.gdx.graphics.g2d.BitmapFont; 
import com.badlogic.gdx.graphics.g2d.NinePatch; 
import com.badlogic.gdx.graphics.g2d.TextureAtlas; 
import com.badlogic.gdx.graphics.g2d.TextureRegion; 
import com.badlogic.gdx.scenes.scene2d.Actor; 
import com.badlogic.gdx.scenes.scene2d.Stage; 
import com.badlogic.gdx.scenes.scene2d.ui.ClickListener; 
import com.badlogic.gdx.scenes.scene2d.ui.Image; 
import com.badlogic.gdx.scenes.scene2d.ui.Label; 
import com.badlogic.gdx.scenes.scene2d.ui.Label.LabelStyle; 
import com.badlogic.gdx.utils.Array; 
import com.badlogic.gdx.utils.XmlReader; 
import com.badlogic.gdx.utils.XmlReader.Element;

public class AVGScreen implements Screen {

    private String configFileName; 
    private Stage stage; // 舞台 
    private List&lt;String[]&gt; dialogues; // 对话 
    private BitmapFont bitmapFont; // 文字 
    private NinePatch border; // 边框 
    private int currentSize; // 当前对话序号 
    private TextureAtlas atlas; 
    private TextureRegion background; 
    private Screen nextScreen; 
    private Game game;

    public AVGScreen(Game game, String configFileName) { 
        this.game = game;

        bitmapFont = new BitmapFont(Gdx.files.internal("font/chinese.fnt"), 
                false);

        this.configFileName = configFileName; 
        XmlReader xmlReader = new XmlReader(); 
        try { 
            Element config = xmlReader.parse(Gdx.files 
                    .internal(this.configFileName)); 
            atlas = new TextureAtlas(Gdx.files.internal(configFileName) 
                    .parent() 
                    + "/" + config.get("packfile")); 
            background = atlas.findRegion(config.get("background")); 
            Element borderConfig = config.getChildByName("border"); 
            border = new NinePatch(atlas.findRegion(borderConfig.getChild(0) 
                    .getText()), Integer.parseInt(borderConfig.getChild(1) 
                    .getText()), Integer.parseInt(borderConfig.getChild(2) 
                    .getText()), Integer.parseInt(borderConfig.getChild(3) 
                    .getText()), Integer.parseInt(borderConfig.getChild(4) 
                    .getText())); 
            dialogues = new ArrayList&lt;String[]&gt;(); 
            Element dialoguesConfig = config.getChildByName("dialogues"); 
            for (int i = 0; i &lt; dialoguesConfig.getChildCount(); i++) { 
                dialogues.add(new String[] { 
                        dialoguesConfig.getChild(i).get("name"), 
                        dialoguesConfig.getChild(i).get("data") }); 
            } 
            Element screenConfig = config.getChildByName("nextscreen"); 
            if (screenConfig.getAttribute("type").equals("avg")) { 
                nextScreen = new AVGScreen(this.game, screenConfig.getText()); 
            } else { 
                try { 
                    nextScreen = (Screen) Class.forName(screenConfig.getText()) 
                            .newInstance(); 
                } catch (Exception e) { 
                    e.printStackTrace(); 
                } 
            }

        } catch (IOException e) { 
            e.printStackTrace(); 
        } 
    }

    @Override 
    public void dispose() { 
        bitmapFont.dispose(); 
        stage.dispose(); 
    }

    @Override 
    public void hide() { 
        // TODO Auto-generated method stub

    }

    @Override 
    public void pause() { 
        // TODO Auto-generated method stub

    }

    @Override 
    public void render(float delta) { 
        Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

        ((Label) stage.findActor("label")) 
                .setText(dialogues.get(currentSize)[0] + " : " 
                        + dialogues.get(currentSize)[1]);

        stage.act(Gdx.graphics.getDeltaTime()); 
        stage.draw(); 
    }

    @Override 
    public void resize(int width, int height) { 
        // TODO Auto-generated method stub

    }

    @Override 
    public void resume() { 
        // TODO Auto-generated method stub

    }

    @Override 
    public void show() { 
        currentSize = 0;

        stage = new Stage(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), 
                false); 
        Image backgroundImage = new Image(background); 
        backgroundImage.x = backgroundImage.y = 0; 
        backgroundImage.setFillParent(true);

        Image borderImage = new Image(border); 
        borderImage.x = borderImage.y = 0; 
        borderImage.width = Gdx.graphics.getWidth(); 
        borderImage.height = Gdx.graphics.getHeight() / 4; 
        borderImage.setClickListener(new ClickListener() {

            @Override 
            public void click(Actor actor, float x, float y) { 
                if (currentSize &lt; dialogues.size() - 1) { 
                    currentSize++; 
                } else { 
                    if (nextScreen != null) { 
                        game.setScreen(nextScreen); 
                    } 
                } 
            } 
        });

        LabelStyle labelStyle = new LabelStyle(bitmapFont, Color.WHITE); 
        Label label = new Label("", labelStyle, "label"); 
        label.x = border.getLeftWidth() + 10; 
        label.y = borderImage.height - border.getTopHeight() - 10; 
        stage.addActor(backgroundImage); 
        stage.addActor(borderImage); 
        stage.addActor(label); 
        Gdx.input.setInputProcessor(stage); 
    } 
}

最后贴上效果图,这是我正在做的一个东西:

 

 

[related_posts limit="3"]
[box]本文对原文有部分修改,原文出处:
作者:黄云坤
出处:http://www.cnblogs.com/htynkn/[/box]