TimerHandler在一个区间andengine spawing精灵 [英] TimerHandler in andengine spawing sprites at a interval
问题描述
我用这TimerHandler在andEngine产卵在某些时候的精灵。
I am using this TimerHandler in andEngine to spawn sprites at certain times..
mScene.registerUpdateHandler(new TimerHandler(0.02f, true, new ITimerCallback() {
@Override
public void onTimePassed(TimerHandler pTimerHandler) {
addSpriteTime1 += 2; // because timer update = 0.02 seconds
if (addSpriteTime1 == nextSprite1Time) {
addFace();
addSpriteTime1 = 0;
}
addSpriteTime2 += 2;
if (addSpriteTime2 == nextSprite2Time) {
addFace2();
addSpriteTime2 = 0;
}
addSpriteTime3 += 2;
if (addSpriteTime3 == nextSprite3Time) {
addFace3();
addSpriteTime3 = 0;
}
}
}));
现在我已经在类级别声明的变量INT ..
Now i have int variables declared at class level..
private int nextSprite1Time = 100;// initial value, could be changed during game
private int nextSprite2Time = 100;
private int nextSprite3Time = 100;
然后我有一个方法,让我改变速度或nextSpriteTimes。
I then have a method which allows me to change the speed or the nextSpriteTimes.
private void speed(int f, int g, int h){
this.nextSprite1Time = f;
this.nextSprite2Time = g;
this.nextSprite3Time = h;
Log.e("Time Changed", String.valueOf(this.nextSprite1Time+ "," + this.nextSprite2Time + ","+ this.nextSprite3Time));
}
问题是,当我试图改变的速度,例如..
The problem is when i try to change the speed for example..
speed(30, 50, 70);
这只是停止一切在一起,现在精灵的加入,
It just stops all together and now sprites are added,
有谁看到我错了这个也可以做不同呢?
Does anyone see where i am going wrong with this or can do it differently?
推荐答案
首先 - 在速度
方法,你的日志消息的不的一个错误 - 你为什么使用 Log.e
的方法?这是错误...使用 Log.d
(调试)或 Log.i
(信息)来代替。
First of all - Your log message in speed
method is not an error - why are you using Log.e
method? That's for errors... Use Log.d
(debug) or Log.i
(information) instead.
回到你的问题。我并没有完全明白你的意思,但我确实看到一个问题:
让我们说, nextSprite1Time = 100
和 addSpriteTime1 = 70
。截至直到这里,一切都很好,对不对?在五个 onTimePassed
来电,一个新的精灵将被添加。
Back to your problem. I didn't understand exactly what you meant, but I do see a problem:
Lets say that nextSprite1Time = 100
and addSpriteTime1 = 70
. Up untill here, everything is fine, right? In five more onTimePassed
calls, a new sprite will be added.
但现在你改变了 nextSprite1Time
到 60
。 addSpriteTime1
还是 70
,并且因为它是大于60°时它会的从不的添加新的精灵!
But now you changed nextSprite1Time
to 60
. addSpriteTime1
is still 70
, and since it is larger than 60 it will never add a new sprite!
解决方案:使用> =
,而不是 ==
,并没有计数器归零,但降低从他们身上 nextSpriteTime
的值,例如,对于精灵1:
Solution: Use >=
instead of ==
, and don't zero the counters but decrease the value of nextSpriteTime
from them, for example, for sprite 1:
addSpriteTime1 += 2;
if(addSpriteTime1 >= nextSprite1Time) {
addFace();
addSpriteTime1 -= nextSprite1Time;
}
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