Game Development Reference
In-Depth Information
Next, we will create a suitable JSON file to define the skin of our menu widgets.
Create a new file in CanyonBunny-android/assets/images/ called canyonbunny-
ui.json and add the following lines:
{
com.badlogic.gdx.scenes.scene2d.ui.Button$ButtonStyle: {
play: { down: play-dn, up: play-up },
options: { down: options-dn, up: options-up }
},
com.badlogic.gdx.scenes.scene2d.ui.Image: {
background: { drawable: background },
logo: { drawable: logo },
info: { drawable: info },
coins: { drawable: coins },
bunny: { drawable: bunny },
},
}
On running the CanyonBunny-html project, it will show a json
parsing error while parsing the CanyonBunny-ui.json file. This
is because of GWT reflection. GWT does not provide reflection in the
same way as Java. Hence, extra steps are required to make reflection
available in the GWT project.
Open the GwtDefinition.gwt.xml file in your CanyonBunny-html
project and update it with the following code:
<module>
...
<extend-configuration-property
name="gdx.reflect.include"
value="com.badlogic.gdx.scenes.scene2d.ui"
/>
<extend-configuration-property
name="gdx.reflect.include"
value="com.badlogic.gdx.utils" />
</module>
The preceding code will enable the gwt reflection for the packages
com.badlogic.gdx.scenes.scene2d.ui and com.badlogic.
gdx.utils , which is required to parse Scene2D UI elements. Make
sure that you add extend-configuration-property below
set-configuration-property . To find out more about LibGDX
reflection, visit https://github.com/libgdx/libgdx/wiki/
Reflection .
 
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