我正在尝试使用andengine制作简单的游戏Tower of Hanoi.And我正在低于Exception

时间:2015-07-03 07:57:08

标签: android andengine

 $(".row").find('.a1.selected').nextUntil(".selected").css({"color": "red", "border": "2px solid red"});

我的考试:

package com.example.testnew;

import org.andengine.opengl.texture.ITexture;
import org.andengine.opengl.texture.bitmap.BitmapTexture;
import org.andengine.opengl.texture.region.ITextureRegion;
import org.andengine.opengl.texture.region.TextureRegionFactory;
import org.andengine.util.adt.io.in.IInputStreamOpener;
import org.andengine.util.debug.Debug;

import java.io.IOException;
import java.io.InputStream;

import org.andengine.engine.camera.Camera;
import org.andengine.engine.options.EngineOptions;
import org.andengine.engine.options.ScreenOrientation;
import org.andengine.engine.options.resolutionpolicy.RatioResolutionPolicy;
import org.andengine.entity.scene.Scene;
import org.andengine.entity.sprite.Sprite;
import org.andengine.ui.activity.SimpleBaseGameActivity;


import android.os.Bundle;
import android.view.Menu;
import android.view.MenuItem;

public class MainActivity extends SimpleBaseGameActivity {

    private static int CAMERA_WIDTH = 800;
    private static int CAMERA_HEIGHT = 480;

    private ITextureRegion mBackgroundTextureRegion, mTowerTextureRegion,      mRing1, mRing2, mRing3;

    ITexture backgroundTexture,ring1,ring2,ring3,towerTexture;



    @Override
public EngineOptions onCreateEngineOptions() {

     final Camera camera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT);

             return new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, 
     new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), camera);

}


@Override
protected void onCreateResources() throws IOException {

 try{

      ITexture backgroundTexture = new BitmapTexture(this.getTextureManager(), new IInputStreamOpener() 
      {

         @Override
         public InputStream  open() throws IOException  
         {
            //AssetManager Class:-getAsset();
            //Provides access to an application's raw asset files 
             // for the way most applications will want to retrieve their   resource data.
            return getAssets().open("gfx/background.png");
          }
       });
ITexture towerTexture = new BitmapTexture(this.getTextureManager(), new  IInputStreamOpener() 
        {
            @Override
            public InputStream  open() throws IOException  {
             return getAssets().open("gfx/tower.png");
             }
        });

        ITexture ring1 = new BitmapTexture(this.getTextureManager(), new IInputStreamOpener()
        {
             @Override
             public InputStream  open() throws IOException  {
                 return getAssets().open("gfx/ring1.png");
                }
        });

        ITexture ring2 = new BitmapTexture(this.getTextureManager(), new IInputStreamOpener()
        {
              @Override
              public InputStream  open() throws IOException  {
              return getAssets().open("gfx/ring2.png");
               }
        });

        ITexture ring3 = new BitmapTexture(this.getTextureManager(), new IInputStreamOpener() 
        {
             @Override
             public InputStream  open() throws IOException  {
             return getAssets().open("gfx/ring3.png");
              }
        });

            backgroundTexture.load();
            towerTexture.load();
            ring1.load();
            ring2.load();
            ring3.load();    
  } catch (IOException  e) {
            Debug.e(e);
    }       

this.mBackgroundTextureRegion =   TextureRegionFactory.extractFromTexture(backgroundTexture);
this.mTowerTextureRegion = TextureRegionFactory.extractFromTexture(towerTexture);
this.mRing1 = TextureRegionFactory.extractFromTexture(ring1);
this.mRing2 = TextureRegionFactory.extractFromTexture(ring2);

mBackgroundTextureRegion.setTextureSize(1600, 1000);
}

@Override
protected Scene onCreateScene() {

    final Scene scene = new Scene();

    Sprite backgroundSprite = new Sprite(0, 0,  this.mBackgroundTextureRegion, getVertexBufferObjectManager());
    scene.attachChild(backgroundSprite);

    return scene;   

}

}

1 个答案:

答案 0 :(得分:1)

您的问题可能是您捕获并记录任何异常,然后继续使用onCreateResources方法,这意味着您的一些变量(backgroundTexturetowerTexture,{{1 }或ring1 - 第43行中的任何一个)保持未初始化状态,从而导致ring2

而不是NullPointerException,将异常重新抛出为Debug.e(e)作为初学者,这样代码就会编译,并且代码会因问题的真正原因而崩溃 - 直到你修复它: / p>

RuntimeException

通常,捕获并记录异常然后继续进行是非常糟糕的做法,因为您继续使用程序处于不一致状态。我总是首先将异常重新抛出为未经检查的异常(} catch (IOException e) { throw new RuntimeException(e); } ),直到我的代码工作,然后我弄清楚我想如何处理特定异常。