package org.test;
import loon.LTransition;
import loon.Screen;
import loon.action.sprite.Entity;
import loon.canvas.Canvas;
import loon.canvas.Image;
import loon.event.GameTouch;
import loon.opengl.GLEx;
import loon.utils.timer.LTimerContext;
public class DepthTest extends Screen {
public LTransition onTransition() {
return LTransition.newEmpty();
}
@Override
public void draw(GLEx g) {
}
@Override
public void onLoad() {
//设置layer层级
int[] depths = { 0, -1, 1, 3, 2, -4, -3, 4, -2 };
//设置填充色
int[] fills = { 0xFF99CCFF, 0xFFFFFF33, 0xFF9933FF, 0xFF999999,
0xFFFF0033, 0xFF00CC00, 0xFFFF9900, 0xFF0066FF, 0x0FFCC6666 };
int size = depths.length;
int width = 100, height = 60;
for (int i = 0; i < size; i++) {
int depth = depths[i];
//创建图片
Image img = Image.createImage(width, height);
Canvas canvas = img.getCanvas();
//设置颜色
canvas.setFillColor(fills[i]).fillRect(0, 0, width, height);
canvas.setFillColor(0xFF000000).drawText(depth + "/" + i, 5, 15);
//添加图层
Entity layer = new Entity(canvas.toTexture());
//设置图层层级,并改变显示位置
layer.setZOrder(depth);
layer.setLocation(200 - 50 * depth,
125 + 25 * depth);
//添加layer到screen
add(layer);
//注册此资源,当screen注销时释放
putRelease(layer);
}
add(MultiScreenTest.getBackButton(this,0));
}
@Override
public void alter(LTimerContext timer) {
}
@Override
public void resize(int width, int height) {
}
@Override
public void touchDown(GameTouch e) {
}
@Override
public void touchUp(GameTouch e) {
}
@Override
public void touchMove(GameTouch e) {
}
@Override
public void touchDrag(GameTouch e) {
}
@Override
public void resume() {
}
@Override
public void pause() {
}
@Override
public void close() {
}
}