我一直在制作对象列表一段时间,以便在我编程的游戏中制作多个对象。直到现在我还没有遇到过问题。我使用for循环创建3个对象,为每个对象提供自己的值,然后将它们添加到数组列表中。不幸的是,当我尝试这个时,每个对象都有相同的值,我通过日志计算出的是列表中最后一项的值。我不确定我做错了什么。这是我正在使用的代码(我很抱歉。它非常草率,我只是试图编写当前项目的核心。有很多无用的代码/编程不良的代码/错误的编程代码,我知道)< / p>
GLCircle.java(我想要的多个对象):
package com.background.gl.objects;
import static android.opengl.GLES20.GL_TRIANGLE_FAN;
import static android.opengl.GLES20.glDrawArrays;
import static android.opengl.Matrix.multiplyMM;
import static android.opengl.Matrix.setIdentityM;
import static android.opengl.Matrix.translateM;
import static com.background.gl.glcirclebackgroundanimation.Constants.BYTES_PER_FLOAT;
import java.util.Random;
import android.opengl.Matrix;
import com.background.gl.data.VertexArray;
import com.background.gl.glcirclebackgroundanimation.CircleHandler;
import com.background.gl.helper.TextureShaderProgram;
public class GLCircle {
private static final int POSITION_COMPONENT_COUNT = 2;
private static final int TEXTURE_COORDINATES_COMPONENT_COUNT = 2;
private static final int STRIDE = (POSITION_COMPONENT_COUNT
+ TEXTURE_COORDINATES_COMPONENT_COUNT) * BYTES_PER_FLOAT;
public static float x;
public static float y;
protected static float[] wallBounds;
protected static boolean positiveX, positiveY;
public static boolean nullify;
protected static float xCounter = 0f;
protected static float yCounter = 0f;
public static float[] bounds;
protected Random ran;
private static final float[] VERTEX_DATA = {
// Order of coordinates: X, Y, S, T
// Triangle Fan
0f, 0f, 0.5f, 0.5f,
-0.25f, -0.25f, 0f, 0.9f,
0.25f, -0.25f, 1f, 0.9f,
0.25f, 0.25f, 1f, 0.1f,
-0.25f, 0.25f, 0f, 0.1f,
-0.25f, -0.25f, 0f, 0.9f };
private final VertexArray vertexArray;
public GLCircle(float x, float y) {
vertexArray = new VertexArray(VERTEX_DATA);
ran = new Random();
wallBounds = new float[4];
nullify = false;
this.x = x;
this.y = y;
}
public void bindData(TextureShaderProgram textureProgram) {
//Bind the position data to the shader attribute
vertexArray.setVertexAttribPointer(
0,
textureProgram.getPositionAttributeLocation(),
POSITION_COMPONENT_COUNT,
STRIDE);
//Bind the texture coordinate data to the shader attribute
vertexArray.setVertexAttribPointer(
POSITION_COMPONENT_COUNT,
textureProgram.getTextureCoordinatesAttributeLocation(),
TEXTURE_COORDINATES_COMPONENT_COUNT,
STRIDE);
}
public void drawCircle() {
glDrawArrays(GL_TRIANGLE_FAN, 0, 6);
}
public float getX() {
return this.x;
}
public float getY() {
return this.y;
}
public static boolean isPositiveX() {
return positiveX;
}
public static boolean isPositiveY() {
return positiveY;
}
public float[] getBounds(float ranX, float ranY) {
if(!positiveX) {
/*if(ranX >= 0f) {
wallBounds[0] = 1.05f + ranX;
} else {*/
this.wallBounds[0] = 1.05f + ranX;
//}
} else {
/*
if(ranX >= 0f) {
wallBounds[0] = 1.05f - ranX;
} else {*/
this.wallBounds[1] = 1.05f - ranX;
//}
}
if(!positiveY) {
this.wallBounds[2] = 1.75f + ranY;
} else {
this.wallBounds[3] = 1.75f - ranY;
}
return this.wallBounds;
}
public void setPos(float[] modelMatrix,
float[] projectionMatrix, TextureShaderProgram textureProgram,
int texture, float x, float y) {
setIdentityM(modelMatrix, 0);
if(!nullify)
translateM(modelMatrix, 0, 0f, 0.01f, 0f);
else
translateM(modelMatrix, 0, 0f, 0f, 0f);
final float[] temp = new float[16];
multiplyMM(temp, 0, projectionMatrix, 0, modelMatrix, 0);
System.arraycopy(temp, 0, projectionMatrix, 0, temp.length);
textureProgram.useProgram();
textureProgram.setUniforms(projectionMatrix, texture);
bindData(textureProgram);
drawCircle();
}
public void draw(float velocity, float[] modelMatrix,
float[] projectionMatrix, TextureShaderProgram textureProgram,
int texture) {
xCounter+=0.001f;
setIdentityM(modelMatrix, 0);
if(-x < -1.75f) {
translateM(modelMatrix, 0, 0f, 0.001f, 0f);
} else {
translateM(modelMatrix, 0, 0f, -0.001f, 0f);
}
final float[] temp = new float[16];
multiplyMM(temp, 0, projectionMatrix, 0, modelMatrix, 0);
System.arraycopy(temp, 0, projectionMatrix, 0, temp.length);
textureProgram.useProgram();
textureProgram.setUniforms(projectionMatrix, texture);
bindData(textureProgram);
drawCircle();
}
public void scaleCircle(float[] modelMatrix, float x, float y, float z) {
Matrix.scaleM(modelMatrix, 0, x, y, z);
}
public void storeResults(float[] results) {
this.x = results[0];
this.y = results[1];
}
}
这就是我创建多个对象的方式:
for(int i = 0; i < 3; i++) {
GLCircle circle = new GLCircle(generateRanFloats()[0], generateRanFloats()[1]);
circles.add(circle);
/*circle[i].x = circle[i].getX();
circle[i].y = circle[i].getY();
circle[i].bounds = circle[i].getBounds();*/
}
这是generateranFloats()方法:
public float[] generateRanFloats() {
ranSignX = ran.nextFloat();
ranSignY = ran.nextFloat();
ranSignX = ranSignX > 0.5f? -1:1;
ranSignY = ranSignY > 0.5f? -1:1;
ranSignVeloX = ran.nextFloat();
ranSignVeloY = ran.nextFloat();
ranX = ran.nextFloat() * 1.05f;
ranY = ran.nextFloat() * 1.75f;
ranX = ranSignX > 0.5? -ranX:ranX;
ranY = ranSignY > 0.5? -ranY:ranY;
Log.d("Generated", Float.toString(ranX));
return new float[] {ranX, ranY};
}
为什么所有对象都包含相同的值(例如x和y)?
答案 0 :(得分:1)
答案很简单
您的x,y变量被声明为static
,这意味着您的对象的所有实例共享相同的变量。
顺便说一句,这一行
GLCircle circle = new GLCircle(generateRanFloats()[0], generateRanFloats()[1]);
正在进行双重工作,你正在调用generateRanFloats两次,并且每次都使用一半生成的信息。