Libgdx之Viewport 螢幕適配
在遊戲開發的時候我們一般會設定一個世界的大小,這個大小是固定的,遊戲的位置也是固定的。但是Android的各種解析度,為了使遊戲元素在不同的解析度顯示在相同比例的位置上,我們需要為遊戲做適配。不過好在Libgdx給我定義了Viewport。
Viewport的種類
Viewport解釋
ScreenViewport:沒有確定的世界尺寸,世界尺寸是由螢幕尺寸來確定的。
/* Creates a new viewport using a new {@link OrthographicCamera}. / public ScreenViewport () { this(new OrthographicCamera()); } public ScreenViewport (Camera camera) { setCamera(camera); } @Override public void update (int screenWidth, int screenHeight, boolean centerCamera) { setScreenBounds(0, 0, screenWidth, screenHeight); setWorldSize(screenWidth * unitsPerPixel, screenHeight * unitsPerPixel); apply(centerCamera); }
從上面可以看出初始化ScreenViewport的時候並沒有指定世界大小,當調用update時才會根據螢幕來計算。預設螢幕上一個像素對應一個世界尺寸單位,這個比例可以調用setUnitsPerPixel (float unitsPerPixel)修改。這種形式下不會縮放,各個遊戲元素按其尺寸(size)繪畫,不會有黑框,螢幕尺寸越大,暴露的視野範圍越大。換句話說螢幕尺寸小,那麼有些遊戲元素就不會顯示,一般是遊戲上部元素不顯示
ExtendViewport: 先採取Scaling.fit再向右或者向上擴充螢幕尺寸。
update (int screenWidth, int screenHeight, boolean centerCamera)
但是如果採用了maxWorldWidth則可能會出現黑屏
3. FitViewport: 保持高寬比例不變,按比例縮放世界直到有一個方向(上下或者左右)到達螢幕尺寸,世界居於螢幕中央,上下或者左右會留有黑框
4. FillViewport: 保持高寬比例不變,按比例縮放直到不留黑框,可能世界尺寸會超出螢幕尺寸,即有些有些元素在螢幕之外
StretchViewport:不保持高寬比例,將世界尺寸縮放到螢幕尺寸,但是有時候遊戲元素會變形
如果是做遊戲開發一般使用StretchViewport視圖,懶人辦法
測試代碼:
private static final float MIN_SCENE_WIDTH = 800.0f; private static final float MIN_SCENE_HEIGHT = 600.0f; private static final float MAX_SCENE_WIDTH = 1280.0f; private static final float MAX_SCENE_HEIGHT = 800.0f; Texture bg, sprite; SpriteBatch batch; Camera camera; BitmapFont font; private ArrayMap viewports; // 使用ViewPort相機已經在螢幕中央了 private int currentViewport; private InputListenEvent inputListenEvent; @Override public void create() { bg = new Texture(Gdx.files.internal("background.jpg")); sprite = new Texture(Gdx.files.internal("badlogic.jpg")); batch = new SpriteBatch(); camera = new OrthographicCamera(); font = new BitmapFont(); font.getData().setScale(2.0f); font.getRegion().getTexture().setFilter(TextureFilter.Linear, TextureFilter.Linear); createViewports(); selectNextViewport(); inputListenEvent = new InputListenEvent(); // 初始化監聽事件 Gdx.input.setInputProcessor(inputListenEvent); // Libgdx開始監聽inputListenEvent } @Override public void resize(int width, int height) { viewports.getValueAt(currentViewport).update(width, height, true); // centerCamera=true將camera設定在world的中央 getTextLog("resize"); } @Override public void render() { Gdx.gl.glClearColor(0.39f, 0.58f, 0.92f, 1.0f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(bg, 0, 0, viewports.getValueAt(currentViewport) .getWorldWidth(), viewports.getValueAt(currentViewport) .getWorldHeight()); batch.draw(sprite, 0, 0); font.draw(batch, viewports.getKeyAt(currentViewport), 10, 400); batch.end(); } @Override public void dispose() { bg.dispose(); sprite.dispose(); batch.dispose(); font.dispose(); } private void createViewports() { viewports = new ArrayMap(); viewports.put("StretchViewport", new StretchViewport(MIN_SCENE_WIDTH, MIN_SCENE_HEIGHT, camera));// 上面初始化和下面效果一致// viewports.put("StretchViewport", new ScalingViewport(Scaling.stretch, MIN_SCENE_WIDTH, MIN_SCENE_HEIGHT, camera)); viewports.put("FitViewport", new FitViewport(MIN_SCENE_WIDTH,MIN_SCENE_HEIGHT, camera));// 上面初始化和下面效果一致// viewports.put("FitViewport", new ScalingViewport(Scaling.fit, MIN_SCENE_WIDTH,MIN_SCENE_HEIGHT, camera)); viewports.put("FillViewport", new FillViewport(MIN_SCENE_WIDTH, MIN_SCENE_HEIGHT, camera));// 上面初始化和下面效果一致// viewports.put("FillViewport", new ScalingViewport(Scaling.fill, MIN_SCENE_WIDTH, MIN_SCENE_HEIGHT, camera)); viewports.put("ScreenViewport", new ScreenViewport(camera)); viewports.put("ExtendViewport (no max)", new ExtendViewport(MIN_SCENE_WIDTH, MIN_SCENE_HEIGHT, camera)); viewports.put("ExtendViewport (max)", new ExtendViewport(MIN_SCENE_WIDTH, MIN_SCENE_HEIGHT, MAX_SCENE_HEIGHT, MAX_SCENE_WIDTH, camera)); currentViewport = -1; } private void selectNextViewport() { currentViewport = (currentViewport + 1) % viewports.size; viewports.getValueAt(currentViewport).apply(true); // 將camera至於螢幕中央 viewports.getValueAt(currentViewport).update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true); // centerCamera=true將camera設定在world的中央 getTextLog("selectNextViewport"); } private void getTextLog(String flag) { Gdx.app.log(flag, "selcected " + viewports.getKeyAt(currentViewport)); Gdx.app.log(flag, "screentWidth= " + viewports.getValueAt(currentViewport).getScreenWidth() + " screentHeight= " + viewports.getValueAt(currentViewport).getScreenHeight()); Gdx.app.log(flag, "wordWidth= " + viewports.getValueAt(currentViewport).getWorldWidth() + " wordHeight= " + viewports.getValueAt(currentViewport).getWorldHeight()); Gdx.app.log(flag, "camera.x=" + camera.position.x + " camera.y=" + camera.position.y); Gdx.app.log(flag, "screen x="+ viewports.getValueAt(currentViewport).getScreenX() + " y="+ viewports.getValueAt(currentViewport).getScreenY()); } class InputListenEvent extends InputAdapter { // 可以參考上一節將的內容 // 點擊螢幕自動切換Viewport @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { selectNextViewport(); return false; } }
測試:其實這張圖並不能看出具體效果,只是讓大家知道我用了怎樣的圖片來測試