Andengine UpdateHandler

时间:2013-07-30 12:20:17

标签: android mobile andengine

我正在使用2个UpdateHandlers,一个用于添加设置为2秒的TimerHandler的精灵,另一个用于删除每个帧上更新的精灵(碰撞的精灵)。 问题是应该删除sprite更新的处理程序依赖于“TimerSeconds”参数(在这种情况下为2秒)。因此,如果我将TimerSeconds设置为10s,而不是碰撞的sprite,则不会被删除。

this.registerUpdateHandler(new TimerHandler(2f,true, new ITimerCallback(){
        @Override
        public void onTimePassed(final TimerHandler pTimerHandler) {

            final FixtureDef PLAYER_FIX = PhysicsFactory.createFixtureDef(25.0f, 1.0f, 0.25f);
            Sprite redBombSprite = new Sprite(SceneManager.CAMERA_WIDTH/2,SceneManager.CAMERA_HEIGHT/8,bombTextureRegion,engine.getVertexBufferObjectManager());
            redBombSprite.setX(redBombSprite.getX()-redBombSprite.getWidth()/2);
            redBombSprite.setY(redBombSprite.getY()-redBombSprite.getHeight()/2);
            redBombSprite.setRotation(35.0f);
            attachChild(redBombSprite);
            float x = MathUtils.random(-600f,600f);
            float y = MathUtils.random(-600f,600f);
            Vector2 impulse = new Vector2(x,y);
            Body redBomb = PhysicsFactory.createBoxBody(physicsWorld, redBombSprite, BodyType.DynamicBody, PLAYER_FIX);

            redBomb.setAttachedSprite(redBombSprite);
            redBomb.applyLinearImpulse(impulse, redBomb.getPosition());
            redBomb.setUserData("bomb");


            redBombs.add(redBomb);
            physicsWorld.registerPhysicsConnector(new PhysicsConnector(redBombSprite, redBomb, true, true));

            }

        }));

删除碰撞的精灵:

public IUpdateHandler getCollisionUpdateHandler(){
        return new IUpdateHandler(){

        @Override
        public void onUpdate(float pSecondsElapsed) {

            for(int i=0;i<redBombs.size()-1;i++) {
                if(redBombs.get(i).getAttachedSprite().isDelete()){
                    final Sprite Object = redBombs.get(i).getAttachedSprite();
                    redBombs.remove(i);
                    final Body body = physicsWorld.getPhysicsConnectorManager().findBodyByShape(Object);
                    physicsWorld.destroyBody(body);
                    detachChild(Object);

                }

            }

            }

提前感谢您,对于错综复杂的代码感到抱歉。

1 个答案:

答案 0 :(得分:1)

要检查精灵碰撞,请使用像sprite1.collidesWith(sprite2)这样的collidesWith()方法

在TimeHandler中使用上述方法。取决于时间的推移(根据您的要求,2f或10f) collidesWith方法运行..所以你可以在几秒后删除精灵..

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