首页 > 解决方案 > libGDX manager.update() 阻塞动画

问题描述

我在我的项目中成功实现了一个 gifdecoder,并为它编写了一个 gifloader 以将其与资产管理器一起使用。我可以在资产管理器中加载 gif,也可以绘制它。但是每次我尝试使用 manager.update() 在我的资产管理器中加载 gif 时,我都无法再绘制动画了,只能绘制非动画纹理。

这是我的代码,希望有人有想法

public class Load implements Screen {

private SpriteBatch batch;
private Animation<TextureRegion> loadingAnimation;
private TextureAtlas atlasLoading = new TextureAtlas(Gdx.files.internal("atlas/loadingAnimation.atlas"));
float stateTime;
MainExecute lr;

public FileHandleResolver resolver = new InternalFileHandleResolver();
public AssetManager manager = new AssetManager();
private final Animation animation = GifDecoder.loadGIFAnimation(Animation.PlayMode.NORMAL, Gdx.files.internal("data/loading.gif").read());
public Load(MainExecute lr){
    this.lr = lr;
}
public Texture Bg1;

@Override
public void show() {
    Bg1 = new Texture(Gdx.files.internal("bggamescreen.png"));
    batch = new SpriteBatch();
    manager.setLoader(GIF.class,new Gifloader(resolver));
    manager.load("data/BackgroundAnim.gif",GIF.class);
    stateTime = 0f;
}





@Override
public void render(float delta) {

    if (manager.update())
    {


        lr.setScreen(new MainMenu(lr)); 
    }

    stateTime += delta;
  //  loadingAnimation = new Animation<TextureRegion>(0.5f, atlasLoading.findRegions("loading"),Animation.PlayMode.LOOP);
    TextureRegion currentFrame = (TextureRegion) animation.getKeyFrame(stateTime, true);


    batch.begin();
    batch.draw(Bg1,0,0,Gdx.graphics.getWidth(),Gdx.graphics.getHeight());
    batch.draw(currentFrame, 0, 0, 200, 200);
    batch.end();







}

@Override
public void resize(int width, int height) {

}

@Override
public void pause() {

}

@Override
public void resume() {

}

@Override
public void hide() {

}

@Override
public void dispose() {

}

}

标签: javaanimationlibgdxgif

解决方案


奇怪的代码,您在完成加载之前正在绘制动画。你需要等待加载你的动画,试试这样。

    if (manager.update())
    {
        loadingAnimation = new Animation<TextureRegion>(0.5f, atlasLoading.findRegions("loading"),Animation.PlayMode.LOOP);
        TextureRegion currentFrame = (TextureRegion) animation.getKeyFrame(stateTime, true);

        lr.setScreen(new MainMenu(lr)); 
    }

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