GenericPool 可重用每秒所需的精灵
我创建了这个有 5 个静态变量的池。
public class FruitPool extends GenericPool<Sprite> {
// ===========================================================
// Constants
// ===========================================================
// ===========================================================
// Fields
// ===========================================================
private ITextureRegion texture1;
private ITextureRegion texture2;
private ITextureRegion texture3;
private ITextureRegion texture4;
private ITextureRegion texture5;
private Scene mScene;
private Context mContext;
private Camera mCamera;
private LinkedList<Sprite>pool1;
private static Sprite fruitOne;
private static Sprite fruitTwo;
private static Sprite fruitThree;
private static Sprite fruitFour;
private static Sprite fruitFive;
private Sprite fruit;
// ===========================================================
// Constructors
// ===========================================================
public FruitPool(final ITextureRegion watermelonRegion,
ITextureRegion cherryRegion,ITextureRegion mBallTextureRegion, ITextureRegion grapeTextureRegion, ITextureRegion strawberryTextureRegion,Scene mScene2, Camera camera, LinkedList<Sprite>items) {
this.texture1 = watermelonRegion;
this.texture2 =cherryRegion;
this.texture3 = mBallTextureRegion;
this.texture4 = grapeTextureRegion;
this.texture5 = strawberryTextureRegion;
this.mScene = mScene2;
this.pool1 = items;
this.mCamera = camera;
}
// ===========================================================
// Getter & Setter
// ===========================================================
// ===========================================================
// Methods for/from SuperClass/Interfaces
// ===========================================================
@Override
protected Sprite onAllocatePoolItem() {
Random randFruit = new Random();
int textureNumber = randFruit.nextInt(5)+1;
switch(textureNumber){
case 1:
if (fruitOne == null) {
fruitOne = new Sprite(0, 0, this.texture1);
Log.e("FruitPool", "Item rremade");
} else {
fruit = fruitOne;
Log.e("FruitPool", "Item exist in pool..Used");
}
break;
case 2:
if(fruitTwo == null){
fruitTwo = new Sprite(0, 0, this.texture2);
}else{
fruit = fruitTwo;
Log.e("FruitPool", "Item exist in pool..Used");
}
break;
case 3:
if(fruitThree == null){
fruitThree = new Sprite(0, 0, this.texture3);
}else{
fruit = fruitThree;
Log.e("FruitPool", "Item exist in pool..Used");
}
break;
case 4:
if(fruitFour == null){
fruitFour = new Sprite(0, 0, this.texture4);
}else{
fruit = fruitThree;
Log.e("FruitPool", "Item exist in pool..Used");
}
break;
case 5:
if(fruitFive == null){
fruitFive = new Sprite(0, 0, this.texture5);
}else{
fruit = fruitFive;
Log.e("FruitPool", "Item exist in pool..Used");
}
break;
}
return fruit;
}
@Override
protected void onHandleObtainItem(final Sprite pItem) {
pItem.reset();
}
@Override
protected void onHandleRecycleItem(final Sprite pItem) {
pItem.setVisible(false);
pItem.setIgnoreUpdate(true);
}
// ===========================================================
// Methods
// ===========================================================
// ===========================================================
// Inner and Anonymous Classes
// ===========================================================
}
正如您在我的 onAllocate 方法中看到的,我检查该项目是否存在,如果存在,我会在方法中返回它。
因此,在我的主要活动中,我使用
face = fruitsPool.onAllocatePoolItem();
This 最初有效,但问题是我大约每秒将面部附加到场景。并且我收到错误,表示精灵已附加到场景。起初,我发现做到这一点的唯一方法是每秒创建一个新的精灵,并在完成后将其分离,但这会使用大量内存并导致滞后,不冻结。
有人对我需要做什么有任何指示,或者对我的代码有建议吗?
I have created this Pool that has 5 static variables.
public class FruitPool extends GenericPool<Sprite> {
// ===========================================================
// Constants
// ===========================================================
// ===========================================================
// Fields
// ===========================================================
private ITextureRegion texture1;
private ITextureRegion texture2;
private ITextureRegion texture3;
private ITextureRegion texture4;
private ITextureRegion texture5;
private Scene mScene;
private Context mContext;
private Camera mCamera;
private LinkedList<Sprite>pool1;
private static Sprite fruitOne;
private static Sprite fruitTwo;
private static Sprite fruitThree;
private static Sprite fruitFour;
private static Sprite fruitFive;
private Sprite fruit;
// ===========================================================
// Constructors
// ===========================================================
public FruitPool(final ITextureRegion watermelonRegion,
ITextureRegion cherryRegion,ITextureRegion mBallTextureRegion, ITextureRegion grapeTextureRegion, ITextureRegion strawberryTextureRegion,Scene mScene2, Camera camera, LinkedList<Sprite>items) {
this.texture1 = watermelonRegion;
this.texture2 =cherryRegion;
this.texture3 = mBallTextureRegion;
this.texture4 = grapeTextureRegion;
this.texture5 = strawberryTextureRegion;
this.mScene = mScene2;
this.pool1 = items;
this.mCamera = camera;
}
// ===========================================================
// Getter & Setter
// ===========================================================
// ===========================================================
// Methods for/from SuperClass/Interfaces
// ===========================================================
@Override
protected Sprite onAllocatePoolItem() {
Random randFruit = new Random();
int textureNumber = randFruit.nextInt(5)+1;
switch(textureNumber){
case 1:
if (fruitOne == null) {
fruitOne = new Sprite(0, 0, this.texture1);
Log.e("FruitPool", "Item rremade");
} else {
fruit = fruitOne;
Log.e("FruitPool", "Item exist in pool..Used");
}
break;
case 2:
if(fruitTwo == null){
fruitTwo = new Sprite(0, 0, this.texture2);
}else{
fruit = fruitTwo;
Log.e("FruitPool", "Item exist in pool..Used");
}
break;
case 3:
if(fruitThree == null){
fruitThree = new Sprite(0, 0, this.texture3);
}else{
fruit = fruitThree;
Log.e("FruitPool", "Item exist in pool..Used");
}
break;
case 4:
if(fruitFour == null){
fruitFour = new Sprite(0, 0, this.texture4);
}else{
fruit = fruitThree;
Log.e("FruitPool", "Item exist in pool..Used");
}
break;
case 5:
if(fruitFive == null){
fruitFive = new Sprite(0, 0, this.texture5);
}else{
fruit = fruitFive;
Log.e("FruitPool", "Item exist in pool..Used");
}
break;
}
return fruit;
}
@Override
protected void onHandleObtainItem(final Sprite pItem) {
pItem.reset();
}
@Override
protected void onHandleRecycleItem(final Sprite pItem) {
pItem.setVisible(false);
pItem.setIgnoreUpdate(true);
}
// ===========================================================
// Methods
// ===========================================================
// ===========================================================
// Inner and Anonymous Classes
// ===========================================================
}
As you see in my onAllocate method i check to see if the item exist's if it does i return it in the method.
So in my main activity i use
face = fruitsPool.onAllocatePoolItem();
This works initially but the problem is i attach the face to the scene about every second.And i get the error that the sprite has already been attached to the scene. At first the only way i found to do this was to create a new Sprite each second, and detach it when im finished with it, but this uses wayy to much memory and causes lag, na freezes.
Does anyone have any pointers for what i need to do, or suggestions for me code?
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评论(2)
您永远不会调用
onAllocatePoolItem
。当池为空且请求项目时,会在GenericPool
类内部调用此方法。您应该从
FruitPool
类外部调用的唯一方法是:obtainPoolItem
获取池项目; 不是onAllocatePoolItem
。recyclePoolItem
回收项目。记得在完成该项目后调用它。batchAllocatePoolItems
,但您的情况不需要它。当您想在某个点创建池项时可以使用它;但启动Sprite
并不是一个繁重的过程,因此您不需要。您不应该调用任何其他方法。
再说一次,你破坏了对象池的目的!
onAllocatePoolItem
应该始终返回一个全新对象!不是现有的!这就是你得到的原因错误。
顺便说一句,当我第一次为您构建此类时,我在创建场景时将精灵附加到场景中。你为什么现在不做呢?
我已经编辑了它,并添加了一些评论。
请记住 - 您不从池中附加/分离精灵!它在创建时附加一次。
You never call
onAllocatePoolItem
. This method is called internally in theGenericPool<T>
class when the pool is empty and an item is requested.The only methods you should be calling from outside of your
FruitPool
class are:obtainPoolItem
to get a pool item; NotonAllocatePoolItem
.recyclePoolItem
to recycle an item. Remember to call it when you are done with the item.batchAllocatePoolItems
, but you don't need it in your case. It could be used when you want to create the pool items at a certain point; But initiatingSprite
's is not a heavy process, so you don't need.You shouldn't call any other methods.
Again, you are breaking the purpose of the object pool!
onAllocatePoolItem
should always return a brand new object! Not an existing one! That's the reason you get theerror.
By the way, when I first built this class for you, I attached the sprite to the scene when it's created. Why aren't you doing it now?
I have edited it, and added some comments.
Remember - you don't attach/detach a sprite from the pool! It is attached once when it's created.
我不确定这是否有帮助。看看这是否有帮助。为什么需要链表?你可以使用数组,对吗?
I am not sure, if this helps. See if this helps. Why do you need a LinkedList? You can use arrays, right?