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I’m utilizing Libgdx’s Scene2D API to construct my UI and every little thing has been working as anticipated till now. I created a Skin
and a TextureAtlas
and linked them as so:
Skin pores and skin = new Skin();
TextureAtlas uiElements1 = new TextureAtlas("skins/uielements1.txt");
pores and skin.addRegions(uiElements1);
pores and skin.load(Gdx.information.inside("skins/uiskin.json"));
And then I attempted to create a Table
:
Table desk = new Table(pores and skin);
desk.setWidth(stage.getWidth());
desk.align(Align.heart|Align.prime);
desk.setPosition(0, Gdx.graphics.getHeight());
desk.padTop(30);
desk.setBackground("grey_button02");
Finally, I added a Label
to the Table
:
Label recreationTitle = new Label("Nameless Project", pores and skin, "title");
desk.add(recreationTitle).padBottom(10).row();
Once I added the Table
to my Stage
, solely the weather in it could present up and never the background picture. I attempted utilizing background(String s)
, setBackground(String s)
, background(Drawable d)
, and setBackground(Drawable d)
. None of these appeared to work for me.
I additionally tried calling pack()
and setFillParent(true)
however each of these made my desk disappear. I’ve gone via nearly each Google outcome and I can not discover anybody else with my concern.
Here is my uiskin.json
file
{
com.badlogic.gdx.graphics.g2d.BitmapFont: { default-font: { file: fonts/FutureThin.fnt } },
com.badlogic.gdx.scenes.scene2d.ui.Textual contentButton$Textual contentButtonType: {
default: { down: blue_button03, up: blue_button04, font: default-font },
},
com.badlogic.gdx.scenes.scene2d.ui.Window$WindowType: {
default: {
titleFont: default-font
}
},
com.badlogic.gdx.scenes.scene2d.ui.Label$LabelType: {
title: {
font: default-font
}
}
}
And all the class rendering the stage:
public class MainMenu implements Screen {
GameClass myGame;
Stage stage;
Skin pores and skin;
Table desk;
Textual contentButton singlePlayer;
Textual contentButton multiPlayer;
Label recreationTitle;
public MainMenu(GameClass g) {
myGame = g;
// Create Skin, load texture Atlas, load pores and skin
pores and skin = new Skin();
TextureAtlas uiElements1 = new TextureAtlas("skins/uielements1.txt");
pores and skin.addRegions(uiElements1);
pores and skin.load(Gdx.information.inside("skins/uiskin.json"));
// Create stage
stage = new Stage(new ScreenViewport());
// Create Table
desk = new Table(pores and skin);
desk.setWidth(stage.getWidth());
desk.align(Align.heart|Align.prime);
desk.setPosition(0, Gdx.graphics.getHeight());
desk.padTop(30);
desk.setBackground("grey_button02");
// Game Title
recreationTitle = new Label("Nameless Project", pores and skin, "title");
desk.add(recreationTitle).padBottom(30).row();
// Single Player button
singlePlayer = new Textual contentButton("Single Player", pores and skin, "default");
singlePlayer.addListener(new ClickListener() {
@Override
public void clicked(InputEvent e, float x, float y) {
myGame.setScreen(new WorldTesting(myGame));
}
});
desk.add(singlePlayer).width(300).padBottom(30).row();
// Multiplayer Button
multiPlayer = new Textual contentButton("Multiplayer", pores and skin, "default");
multiPlayer.setWidth(350);
multiPlayer.addListener(new ClickListener() {
@Override
public void clicked(InputEvent e, float x, float y) {
// Change Scenes
}
});
desk.add(multiPlayer).width(300).padBottom(30).row();
stage.addActor(desk);
Gdx.enter.setInputProcessor(stage);
}
public void present() {
}
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.act(Gdx.graphics.getDeltaTime());
stage.draw();
}
public void conceal(){
}
public void resize(int x, int y) {
}
public void pause() {
}
public void resume() {
}
public void dispose() {
}
}
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