Android在Andengine中为不同类型的实体实现对象池

时间:2013-02-21 07:38:34

标签: android sprite andengine object-pooling

我正在开发AndEngine for Android的游戏。在我的游戏中,我必须在每秒后创建不同类型的Tiles(AnimatedSprite)。我做到了。但我在游戏中感觉有些迟钝和滞后。我认为这是由于经常分配和取消分配对象。所以我想在我的游戏中实现对象池模式。我目前创建Tile的代码:

public class TileFactory implements EntityFactory {

private static TileFactory tileFactory;

@Override
public AnimatedEntity createEntity(PlayLevelActivity mGameWorld, ResourceType type) {
    // TODO Auto-generated method stub
    ITiledTextureRegion textureRegion = ResourceManager.getTextureRegion(mGameWorld, type);;
    switch (type) {
        case STATIC_TILE:
            return new StaticTile(mGameWorld, 0, 0, textureRegion.getWidth(), textureRegion.getHeight(), 
                    BodyType.StaticBody, textureRegion, mGameWorld.getVertexBufferObjectManager());
        case DYNAMIC_TILE :
            return new DynamicTile(mGameWorld, 0, 0, textureRegion.getWidth(), textureRegion.getHeight(), 
                    BodyType.StaticBody, textureRegion, mGameWorld.getVertexBufferObjectManager());
        case DANGER_TILE:
            return new DangerTile(mGameWorld, 0, 0, textureRegion.getWidth(), textureRegion.getHeight(), 
                    BodyType.StaticBody, textureRegion, mGameWorld.getVertexBufferObjectManager());
        case FIRE_TILE:
            return new FireTile(mGameWorld, 0, 0, textureRegion.getWidth(), textureRegion.getHeight(), 
                    BodyType.StaticBody, textureRegion, mGameWorld.getVertexBufferObjectManager());
        case HIGH_JUMP_TILE:
            return new HighJumpTile(mGameWorld, 0, 0, textureRegion.getWidth(), textureRegion.getHeight(), 
                    BodyType.StaticBody, textureRegion, mGameWorld.getVertexBufferObjectManager());
        case RISK_TILE:
            return new RiskyTile(mGameWorld, 0, 0, textureRegion.getWidth(), textureRegion.getHeight(), 
                    BodyType.StaticBody, textureRegion, mGameWorld.getVertexBufferObjectManager());
        default :
            return null;
    }
}


    public static TileFactory getIntance() {
        if(tileFactory == null) {
            tileFactory = new TileFactory();
        }
        return tileFactory;
    }
}

我已经看到了在AndEngine中使用ObjectPool的一些示例,但它们仅适用于单一类型的实体。我有几种类型的实体要创建。有关如何将当前场景转换为ObjecPool的指南?

StaticTilePool类:

public class StaticTilePool extends GenericPool<StaticTile> {

PlayLevelActivity mGameWorld;
ITiledTextureRegion textureRegion;

public StaticTilePool(PlayLevelActivity mGameWorld) {
    this.mGameWorld = mGameWorld;
    textureRegion = ResourceManager.getTextureRegion(mGameWorld, ResourceType.STATIC_TILE);
}

/**
 * Called when a Tile is required but there isn't one in the pool
 */
@Override
protected StaticTile onAllocatePoolItem() {
    Log.d("count:", "count: " + getAvailableItemCount() + " ,    maximum count: " + getAvailableItemCountMaximum() + " ,    unrecycled count: " + getUnrecycledItemCount());

    return new StaticTile(mGameWorld, -100, -100, textureRegion.getWidth(), textureRegion.getHeight(), 
            BodyType.StaticBody, textureRegion, mGameWorld.getVertexBufferObjectManager());
}

/**
 * Called just before a Tile is returned to the caller, this is where you write your initialize code
 * i.e. set location, rotation, etc.
*/
@Override
protected void onHandleObtainItem(final StaticTile pItem) {
    pItem.reset();
    pItem.mBody.setAwake(false);
}


/**
 * Called when a Tile is sent to the pool
*/
@Override
protected void onHandleRecycleItem(final StaticTile pItem) {
    Log.d("onHandle recycle", "onhandle recycle oitem");
    pItem.mBody.setAwake(true);
    pItem.setVisible(false);
    pItem.setIgnoreUpdate(true);
}

}

1 个答案:

答案 0 :(得分:2)

退房....

  

org.andengine.util.adt.pool.MultiPool

这正是你想要的。一池游泳池。您需要使用自己的自定义实现扩展MultiPool。这是我在项目中使用的示例。 (我已经减少了多功能工具中的池数,但是留下了足够的空间让你有了一个想法。)

public class CritterPool extends MultiPool {
    private WorldActivity   mContext;

    public static enum TYPE {
        PROTOGUY, COW, MALE, SKELETON
    }

    public CritterPool(WorldActivity mContext) {
        super();
        this.mContext = mContext;
        this.registerPool(TYPE.PROTOGUY.ordinal(), new ProtoGuyPool(mContext));
        this.registerPool(TYPE.COW.ordinal(), new CowPool(mContext));
        this.registerPool(TYPE.MALE.ordinal(), new MalePool(mContext));
        this.registerPool(TYPE.SKELETON.ordinal(), new SkeletonPool(mContext));
    }

    public BaseCritter get(TYPE type) {
        return (BaseCritter) this.obtainPoolItem(type.ordinal());
    }

    public void recycle(BaseCritter critter) {
        this.recyclePoolItem(critter.getType().ordinal(), critter);
    }

}

所以现在,从外面开始,我创建了多项目,然后我可以用池中的任何类型(在这种情况下为“生物”)调用get(),无论是牛,骨架等等