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() { } }