我构建了一个单独的类来扩展AnimatedSprite,叫做'Enemy‘。我已经在我的场景中创建了一些敌人的实例。每一个都应该有自己的TimerHandler,用来控制动画。但是,这些计时器似乎都是链接在一起的,每个精灵都会同时更改其TileIndex。代码如下:
package com.tahakki.folkprequel;
import java.util.Random;
import org.anddev.andengine.engine.handler.timer.ITimerCallback;
import org.anddev.andengine.engine.handler.timer.TimerHandler;
import org.anddev.andengine.entity.sprite.AnimatedSprite;
import org.anddev.andengine.extension.physics.box2d.PhysicsConnector;
import org.anddev.andengine.extension.physics.box2d.PhysicsFactory;
import org.anddev.andengine.extension.physics.box2d.PhysicsWorld;
import org.anddev.andengine.opengl.texture.region.TiledTextureRegion;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.Contact;
import com.badlogic.gdx.physics.box2d.ContactListener;
import com.badlogic.gdx.physics.box2d.BodyDef.BodyType;
import com.badlogic.gdx.physics.box2d.FixtureDef;
public class Enemy extends AnimatedSprite{
private Body physB;
private PhysicsWorld physW = MainActivity.mPhysicsWorld;
private static final FixtureDef FIXTURE_DEF = PhysicsFactory.createFixtureDef(1, 0, 0);
private TimerHandler timer;
private Random rand = new Random();
public Enemy(float pX, float pY, TiledTextureRegion pTiledTextureRegion) {
super(pX, pY, pTiledTextureRegion);
this.setCurrentTileIndex(rand.nextInt(3));
this.setScale(0.6f);
physB = PhysicsFactory.createBoxBody(physW, this, BodyType.DynamicBody, FIXTURE_DEF);
physB.setFixedRotation(true);
physW.registerPhysicsConnector(new PhysicsConnector(this, physB));
timer = new TimerHandler(2 + (2*rand.nextFloat()), true, new ITimerCallback(){
@Override
public void onTimePassed(TimerHandler pTimerHandler) {
int random = rand.nextInt(3);
Enemy.this.setCurrentTileIndex(random);
}
});
this.registerUpdateHandler(timer);
}
}有人知道如何让每个对象都有自己的独立计时器吗?谢谢!
发布于 2012-05-23 18:44:58
我猜你对每个敌人都使用了相同的TextureRegion。如果您不复制它们,请尝试
Enemy e = new Enemy(x,y,yourTextureregion.deepCopy());https://stackoverflow.com/questions/10710116
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