计分类比较简答,只需要加载一个字体,然后通过外部设置分数,然后调用draw绘制到屏幕即可。里面的pause是参照的控件,需要放在pause的右边,因此如此编写。
代码为:
package com.example.gamedemo;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.scenes.scene2d.ui.ImageButton;
public class GameScore {
private int Score = 0;
private BitmapFont font;
private float x = 0;
public GameScore(ImageButton pause) {
// TODO Auto-generated constructor stub
font = new BitmapFont(Gdx.files.internal("ui/font.fnt"), false);
x = pause.getX() + pause.getWidth();
}
public void addScore(int Score) {
this.Score += Score;
}
public void cleanScore() {
this.Score = 0;
}
public void draw(SpriteBatch batch) {
// TODO Auto-generated method stub
font.draw(batch, Score + "000", x, Gdx.graphics.getHeight() - 5);
}
}
我这边的方案是写到哪讲到哪,因为主界面的ufo还没写好,因此先分享这些边缘代码了,呵呵。