我开始潜入AndEngine的更复杂的用途,因为我开始掌握它,或者我想。我遇到了一个我似乎无法弄清楚的NPE,所以我很感激你的帮助。
下面的类代表一个粗糙的布娃娃/火柴人,而且这个类本身用andengine记录它的所有纹理,身体,关节和诸如此类的东西。 mainActivity(扩展SimpleBaseGameActivity)然后在初始化期间以这种方式调用其构造函数:
this.skater = new Skater(this, mPhysicsWorld, new Vector2(startX, startY));
我已经修剪了一些代码,这些代码主要是针对其他关节和四肢重复相同的东西,因此只包含踝关节的东西,因为文本墙足够大。 / p>
NPE在构造函数的末尾抛出这一行:
this.jAnkle.initialize(bSkates, bLegs, new Vector2(stickmanPos.x, sSkates.getHeight()));
public class Stickman {
//////////////
// Constructor
public Stickman(Testgame game, PhysicsWorld engine, Vector2 stickmanPos) {
this.game = game;
this.engine = engine;
this.stickmanPos = stickmanPos;
// Create textures
textureAtlas = new BitmapTextureAtlas(game.getTextureManager(), 1024, 1024, TextureOptions.BILINEAR);
this.tSkates = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.textureAtlas, this.game, "stickman_skates.png", 0, 0, 2, 1);
this.tLegs = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.textureAtlas, this.game, "stickman_legs.png", 0, 0, 2, 1);
// --SNIPPED--
// Create sprites
this.sSkates = new AnimatedSprite(stickmanPos.x, stickmanPos.y, this.tSkates, game.getVertexBufferObjectManager());
this.sLegs = new AnimatedSprite(stickmanPos.x + skatesToLegs, stickmanPos.y, this.tLegs, game.getVertexBufferObjectManager());
// --SNIPPED--
// Create body with sprites
this.bSkates = PhysicsFactory.createBoxBody(engine, sSkates, BodyType.DynamicBody, game.FIX_SKATER);
this.bLegs = PhysicsFactory.createBoxBody(engine, sLegs, BodyType.DynamicBody, game.FIX_SKATER);
// --SNIPPED--
// Register bodies with Box2D
this.engine.registerPhysicsConnector(new PhysicsConnector(this.sSkates, this.bSkates, true, true));
this.engine.registerPhysicsConnector(new PhysicsConnector(this.sLegs, this.bLegs, true, true));
// --SNIPPED--
// Create joints
RevoluteJointDef jAnkle = new RevoluteJointDef();
System.out.println("aoeu aoeu aoeu aoeu");
this.jAnkle.initialize(bSkates, bLegs, new Vector2(stickmanPos.x, sSkates.getHeight()));
this.jAnkle.enableMotor = true;
this.jAnkle.motorSpeed = this.dex;
this.jAnkle.maxMotorTorque = this.str;
}
////////////////
// Fields
private Testgame game;
private PhysicsWorld engine;
private Vector2 stickmanPos;
// Config
private float skatesToLegs = 1;
private float legsToThigh = 1;
private float thighToTorso = 1;
private float torsoToHead = 1;
private float torsoToArms = 1;
// Stats
private float gli = 0; // Higher number = lower skate friction
private float str = 0; // Joint torque
private float dex = 0; // Joint speed
private float con = 0; // Impact tolerance
// JointPositions
private float shoulderPos;
private float neckPos;
private float hipPos;
private float kneePos;
protected BitmapTextureAtlas textureAtlas;
protected ITiledTextureRegion tSkates;
protected ITiledTextureRegion tLegs;
// --SNIPPED--
protected AnimatedSprite sSkates;
protected AnimatedSprite sLegs;
// --SNIPPED--
protected Body bSkates;
protected Body bLegs;
// --SNIPPED--
protected RevoluteJointDef jAnkle;
// --SNIPPED--
}
希望我做的不是明显愚蠢的事情。如果是,请原谅我。
答案 0 :(得分:1)
您似乎正在遮蔽几个变量,包括sSkates,bSkates,jAnkle变量。这是您在类中声明变量的地方,再次在构造函数,方法或其他本地块中声明变量。我不知道这是如何导致您的NPE 在构造函数中,但这是NPE在其他地方的常见原因。