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Slothless edited this page Aug 28, 2024
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There are expected to be several UI displays in the game, e.g. main menu, player stats, level text, pop-up menus, etc. The game engine makes use of libgdx's Scene2D class to render UI elements such as images and text to the screen.
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Renderer - Creates the stage, a canvas for UI elements (actors):
Renderer
. -
Render Service - Provides global access to the stage:
RenderService
. -
UI Components - Components containing actors to render onto the stage: extend
UIComponent
.
Create a UI entity and add UI Components to it (entities can have multiple UI components as long as there's only one of each type):
Entity UI = new Entity();
UI.addComponent(new GameAreaDisplay("Box Forest"));
The UI component should extend UIComponent
:
public class UIDisplay extends UIComponent {
private Label label;
@Override
public void create() {
super.create();
addActors();
}
Create actors and add them to the stage in create()
. Anything that isn't automatically rendered by the stage should be added to draw()
.
- Example without using libgdx
Table
:
private void addActors() {
label = new Label("Hello World", skin);
label.setFontScale(2f);
stage.addActor(title);
}
@Override
public void draw(SpriteBatch batch) {
// change position in case of window resize
int screenHeight = Gdx.graphics.getHeight();
float offsetX = 10f;
float offsetY = 30f;
label.setPosition(offsetX, screenHeight - offsetY);
}
- Example with libgdx
Table
:
private void addActors() {
// Create table
table = new Table();
table.top().left();
table.setFillParent(true);
table.padTop(30f).padLeft(10f);
// Add an image
label = new Label("Hello World", skin);
label.setFontScale(2f);
table.add(label).pad(5);
stage.addActor(table);
}
@Override
public void draw(SpriteBatch batch) {
// changing position on window resizing is handled by the stage
}
Remove actors from the stage in dispose()
:
@Override
public void dispose() {
super.dispose();
title.remove();
}
}
Add loading bar and update its progress by using update()
:
private void addActors() {
table = new Table();
table.setFillParent(true);
loadingLabel = new Label("Loading...", skin);
progressBar = new ProgressBar(0, 1, 0.01f, false, skin);
progressBar.setValue(0);
table.add(loadingLabel).expandX().padTop(50);
table.row();
table.add(progressBar).width(300).padTop(20);
stage.addActor(table);
}
@Override
public void update() {
super.update();
progress += 0.05f; //progress should equal to resourceService.Progress(), but this is just an example.
System.out.println(progress);
progressBar.setValue(progress);
}
Add background image by using draw()
:
@Override
public void draw(SpriteBatch batch) {
batch = new SpriteBatch();
batch.begin();
batch.draw(backgroundTexture, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
batch.end();
}
Set a color for a background:
Pixmap pixmap = new Pixmap(1, 1, Pixmap.Format.RGBA8888);
pixmap.setColor(Color.WHITE); // Set color to white
pixmap.fill();
// Create a Drawable from the Pixmap
Drawable backgroundDrawable = new TextureRegionDrawable(new TextureRegion(new Texture(pixmap)));
// Dispose of the Pixmap after creating the texture
pixmap.dispose();
table.setSize(1980, 1080);
table.setBackground(backgroundDrawable);