lemme尝试解释现在发生的事情:当我将3个“X”放在彼此旁边时我只是想删除它们,但它只发生了部分时间,有时它会删除所有这些,有时它会删除它们只有1或只有2。这些块是Block类放在arraylist中的实例.... 此外,为了更广泛的理解:我将随机地将块放在网格上并尝试填充它,有时当我将块添加到网格中时,其他块开始消失。此外,当我填满大部分网格时,我会继续并开始删除它们,但是当我开始盘旋在块上并右键单击它们以删除它们时,其他块将被删除而不是悬停在其上的块。正如您所看到的,blockCount是将鼠标悬停在块上时返回的数字,换句话说就是它在arraylist中的对象的索引号(尽管有时它似乎不是这样)。什么是arraylist?
下面是关于发生什么事情的堆栈追踪:显然与尝试删除不再存在的索引有关吗?我能做什么?我错了吗?这个堆栈跟踪是我的大问题我单独删除块或当我尝试连续匹配3时,我得到这个索引更大然后大小错误.. plz帮助一个迷失的灵魂....
Exception in thread "LWJGL Application" java.lang.IndexOutOfBoundsException: Index: 21, Size: 14
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.remove(Unknown Source)
at com.jrp.mygearapp.GameScreen.touchUp(GameScreen.java:1176)
at com.badlogic.gdx.backends.lwjgl.LwjglInput.processEvents(LwjglInput.java:297)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:186)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:110)
这是TouchUp()方法:
@Override
public boolean touchUp(int x, int y, int pointer, int button) {
if (button == 0) {
display_blockCheck = false;
if (!overlap) {
Gdx.app.log("Block Added", "x: " + x + " y: " + y);
updateQueueBlocks();
//add block
blocks_L.add(new Block(new Vector2(rect_mouse.x, rect_mouse.y), blocks_.get(0).blockID, blocks_L.size(),0,0));
for ( Block b : getBlocks_L()) {
//check alpha/bravo cross intersections
if (Intersector.overlapRectangles(b.getBounds(), left_bounds_alpha)) {
//set indexNum, color, and suit to temporary variables for text info
//get block indexNum
left_alpha_indexNum = b.indexNum;
//get block color
left_alpha_color = b.color_str;
//get block suit
left_alpha_suit = b.suit_str;
}
if (Intersector.overlapRectangles(b.getBounds(), left_bounds_bravo)) {
//get block indexNum
left_bravo_indexNum = b.indexNum;
//get block color
left_bravo_color = b.color_str;
//get block suit
left_bravo_suit = b.suit_str;
}
if (Intersector.overlapRectangles(b.getBounds(), right_bounds_alpha)) {
//get block indexNum
right_alpha_indexNum = b.indexNum;
//get block color
right_alpha_color = b.color_str;
//get block suit
right_alpha_suit = b.suit_str;
}
if (Intersector.overlapRectangles(b.getBounds(), right_bounds_bravo)) {
//get block indexNum
right_bravo_indexNum = b.indexNum;
//get block color
right_bravo_color = b.color_str;
//get block suit
right_bravo_suit = b.suit_str;
}
//center bounding box for cross checker
if (Intersector.overlapRectangles(rect_mouse, b.getBounds())) {
//get block indexNum
center_charlie_indexNum = b.indexNum;
//get block color
center_charlie_color = b.color_str;
//get block suit
center_charlie_suit = b.suit_str;
}
if (Intersector.overlapRectangles(b.getBounds(), top_bounds_alpha)) {
//get block indexNum
top_alpha_indexNum = b.indexNum;
//get block color
top_alpha_color = b.color_str;
//get block suit
top_alpha_suit = b.suit_str;
}
if (Intersector.overlapRectangles(b.getBounds(), top_bounds_bravo)) {
//get block indexNum
top_bravo_indexNum = b.indexNum;
//get block color
top_bravo_color = b.color_str;
//get block suit
top_bravo_suit = b.suit_str;
}
if (Intersector.overlapRectangles(b.getBounds(), bottom_bounds_alpha)) {
//get block indexNum
bottom_alpha_indexNum = b.indexNum;
//get block color
bottom_alpha_color = b.color_str;
//get block suit
bottom_alpha_suit = b.suit_str;
}
if (Intersector.overlapRectangles(b.getBounds(), bottom_bounds_bravo)) {
//get block indexNum
bottom_bravo_indexNum = b.indexNum;
//get block color
bottom_bravo_color = b.color_str;
//get block suit
bottom_bravo_suit = b.suit_str;
}
//X*******************************************************************************************
if (left_alpha_suit == "X" && left_bravo_suit == "X" && center_charlie_suit == "X") {
Gdx.app.log("3-pair", "X:123:lr");
blocks_L.remove(left_alpha_indexNum);
blocks_L.remove(left_bravo_indexNum);
blocks_L.remove(center_charlie_indexNum -2);
//blocks_.removeValue(blocks_.get(left_alpha_indexNum), true);
//blocks_.removeValue(blocks_.get(left_bravo_indexNum), true);
//blocks_.removeValue(blocks_.get(blockCount), true);
//blocks_.removeValue(blocks_.get(center_charlie_indexNum), true);
}
if (left_bravo_suit == "X" && center_charlie_suit == "X" && right_bravo_suit == "X") {
Gdx.app.log("3-pair", "X:234:lr");
blocks_L.remove(left_bravo_indexNum);
blocks_L.remove(right_bravo_indexNum);
blocks_L.remove(center_charlie_indexNum -2);
/*blocksRemove_.add(blocks_.get(left_bravo_indexNum));
blocksRemove_.add(blocks_.get(center_charlie_indexNum));
blocksRemove_.add(blocks_.get(right_bravo_indexNum));
blocks_.removeAll(blocksRemove_, true);*/
}
if (center_charlie_suit == "X" && right_bravo_suit == "X" && right_alpha_suit == "X") {
Gdx.app.log("3-pair", "X:345:lr");
blocks_L.remove(right_alpha_indexNum);
blocks_L.remove(right_bravo_indexNum);
blocks_L.remove(center_charlie_indexNum -2);
/*blocksRemove_.add(blocks_.get(center_charlie_indexNum));
blocksRemove_.add(blocks_.get(right_alpha_indexNum));
blocksRemove_.add(blocks_.get(right_bravo_indexNum));
blocks_.removeAll(blocksRemove_, true);*/
}
}
button01bool = false;
}
if (button == 1) {
if (overlap) {
//remove block
//blocks_.removeValue(blocks_.get(blockCount), true);
blocks_L.remove(blockCount);
}
button02bool = false;
}
return false;
}
这是mouseMoved()方法:
@Override
public boolean mouseMoved(int x, int y) {
camera.unproject(tmp1.set(Gdx.input.getX(), Gdx.input.getY(), 0));
mouseVec.x = tmp1.x ;
mouseVec.y = tmp1.y ;
rect_mouse.x = (int)mouseVec.x;
rect_mouse.y = (int)mouseVec.y;
for (Block b : getBlocks_L()) {
if (Intersector.overlapRectangles(rect_mouse, b.getBounds())) {
//mouse and block overlap is true
overlap = true;
//get block index
blockCount = b.indexNum;
tmpColorStr = b.color_str;
tmpSuitStr = b.suit_str;
break;
} else {
overlap = false;
left_alpha_indexNum = 0;
left_alpha_color = "";
left_alpha_suit = "";
left_bravo_indexNum = 0;
left_bravo_color = "";
left_bravo_suit = "";
right_alpha_indexNum = 0;
right_alpha_color = "";
right_alpha_suit = "";
right_bravo_indexNum = 0;
right_bravo_color = "";
right_bravo_suit = "";
center_charlie_color = "";
center_charlie_suit = "";
center_charlie_indexNum = 0;
top_alpha_indexNum = 0;
top_alpha_color = "";
top_alpha_suit = "";
top_bravo_indexNum = 0;
top_bravo_color = "";
top_bravo_suit = "";
bottom_alpha_indexNum = 0;
bottom_alpha_color = "";
bottom_alpha_suit = "";
bottom_bravo_indexNum = 0;
bottom_bravo_color = "";
bottom_bravo_suit = "";
}
}
答案 0 :(得分:0)
你应该考虑使用libgdx本身提供的Array。它基本上可以做到,ArrayList能够做到,但更快,更有效。
也许你可以解释一下代码应该做什么?只需阅读您对问题的描述,就很难理解您要做的事情。
Array也可以通过传递索引并使用方法
来删除对象.removeIndex(int index);
也许这会对你有帮助。
编辑:
您应该将所有内容编程为一种方式,不会发生任何数组超出范围的异常。尝试这样的程序结构:
块类的外观示例:
public class Block {
private int x,y;
public Block(int x, int y) {
this.x = x;
this.y = y;
}
public boolean check(int x, int y) {
if(this.x == x && this.y == y) {
return true;
} else {
return false;
}
}
}
然后当鼠标点击[leftclick]时出现:
int x = ...;
int y = ...;
calculate here x and y values of the clicked block by using a formular ( don't use this slow overlay-stuff, when you're in a gridworld);
boolean blockAlreadyExists = false;
for(Block block: yourBlockArray) {
blockAlreadyExists = block.check(x, y);
if(blockAlreadyExists) {
break; // you don't need to check the remaining blocks, aslong you know that the block with the given x and y values already exists
}
}
if(!blockAlreadyExists) {
yourBlockArray.add(new Block(x, y); // add the new block, when it's not already there
}
然后当鼠标点击[右键单击]时出现:
int x = ...;
int y = ...;
calculate your x and y values the same way as above;
Block blockToDelete;
for(Block block: yourBlockArray) {
if(block.check(x, y)) {
blockToDelete = block;
break; // you don't need to check the remaining blocks, aslong you deleted the clicked block and there cannot exist another one with the same x and y values.
}
}
if(blockToDelete != null) {
yourBlockArray.remove(blockToDelete, true);
}
也许这可以帮助你:)