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爲什麼這爲什麼Sprite.draw不會渲染我的精靈,但是Batch.render和SpriteBatch.render會這樣做?
player.sprite.draw(batch);
不會呈現我的精靈,但
batch.draw(player.sprite.getTexture(), 0,0);
呢?
我的完整的渲染方法:
public void render(float deltaTime) {
if (assets.assetManager.update()) {
loading = false;
player = new Cat(assets.assetManager.get("textures/Cat.png", Texture.class));
player.sprite.setPosition(0,0);
}
else
{
timeLoading += deltaTime;
System.out.println("Progress: " + assets.assetManager.getProgress() * 100);
}
if (!loading)
{
rayHandler.updateAndRender();
Gdx.gl.glClearColor(0.37f, 0.73f, 0.84f, 1f);
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
processUserInput();
player.update(deltaTime);
orthogonalTiledMapRenderer.setView(orthographicCamera);
orthogonalTiledMapRenderer.render();
batch.begin();
if (debug)
renderDebugInfo();
player.sprite.draw(batch);
batch.draw(player.sprite.getTexture(), 0,0);
batch.end();
batch.setProjectionMatrix(orthographicCamera.projection);
rayHandler.setCombinedMatrix(orthographicCamera);
orthographicCamera.update();
world.step(1, 4, 4);
}
}
Sprite的空構造函數的文檔說明必須先設置一個區域,然後才能繪製它。僅僅設置紋理也不會設置區域。 – Tenfour04