java - How to use timer with libgdx? -
i'm trying use gdx timer increment value repeatedly when use value inside label seems nothing happens , value stuck @ 0 , here code timer :
@override public void show() { stage = new stage(); gdx.input.setinputprocessor(stage); skin skin = new skin(gdx.files.internal("gui/uiskin.json")); table = new table(skin); table.setfillparent(true); atlas = new textureatlas("gui/atlas.pack"); skin2 = new skin(gdx.files.internal("gui/menuskin.json"), atlas); draganddrop draganddrop = new draganddrop(); // tables inventoryactor = new inventoryactor(new inventory(16, 3), draganddrop, skin, "game pad"); inventoryactor2 = new inventoryactor(new inventory(25), draganddrop, skin, "inventory pad"); // bc image batch = new spritebatch(); texture = new texture(gdx.files.internal("et2.jpg")); timer.schedule(new task(){ @override public void run() { timing++; } }, 1); heading = new label("good luck"+(timing++), skin2, "big"); //timer task //timercount = new label("time : "+timing+" s",skin2, "small"); = new textbutton("back", skin2, "small"); back.addlistener(new clicklistener() { @override public void clicked(inputevent event, float x, float y) { ((game) gdx.app.getapplicationlistener()).setscreen(new gameoption()); } }); back.pad(10); table.add(heading).colspan(3).expandx().spacebottom(50).row(); table.add(inventoryactor2).uniformx().expandy().top().left().padleft(30); table.add(inventoryactor).top().spaceleft(30); table.add(back).bottom().right(); stage.addactor(table); } @override public void render(float delta) { gdx.gl.glclearcolor(0, 0, 0, 1); gdx.gl.glclear(gl20.gl_color_buffer_bit | gl20.gl_depth_buffer_bit); /*if (gdx.input.iskeypressed(input.keys.any_key)) { }*/ batch.begin(); batch.draw(texture, 10, 10); batch.end(); inventoryactor.setvisible(true); inventoryactor2.setvisible(true); stage.act(delta); stage.draw(); }
the problem is, never set label
s text inside show()
method. give initial text string
in constructor, label
doesn't know, timing
has changed. should set label
s text in render()
before calling stage.draw()
.
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