在LibGDX中处置Asset Manager

时间:2017-02-05 06:26:26

标签: java android libgdx assets asset-management

这是我的OOP设置:

Class MainGame扩展游戏

...

public void create () {
    assets = new Assets(); // my custom Assets object (constructor creates manager and AssetDescriptors
    assets.load(); // loads Asset Descriptors into manager
    assets.getManager().finishLoading();
    batch = new SpriteBatch();
    setScreen(new PlayScreen(this, assets));
}

...

public void dispose () {

    assets.dispose(); // disposes asset manager
    super.dispose();
    batch.dispose();
}

Class PlayScreen实现了屏幕:

public PlayScreen(MainGame game, Assets assets) {

    this.assets = assets;
    this.game = game;

    background = assets.getManager().get(assets.getBackground());
    hero = new HeroSprite(290, 1100, this, assets);

    // Create Game camera and Hub also
}

public void render(float delta) {

    // Clear screen
    // Use game batch to draw to screen

}

public void dispose() {
    assets.dispose();
}

Class HeroSprite:

public HeroSprite(int x, int y, PlayScreen screen, Assets assets){

    this.assets = assets;
    this.screen = screen;

    // Animation Textures
    heroWalking = assets.getManager().get(assets.getWalking()); // This is an Asset Descriptor

    walkAnime = new Animation(heroWalking) // my own custom animation class which takes the spritesheet and returns the appropriate frames

    ...

 }

// This does not contain a dispose method

Sorr如果那里有很多代码我试图尽可能地减少代码。我的主要问题是我是否处理正确?

看来没问题,我的游戏运行良好。但是当我退出游戏并重新进入黑屏显示时。这在桌面和Android上都会发生。

有效的解决方案是使用Super Cleaner App清除Android上的内存。由于它是一个记忆问题,我认为它与我处理错误有关。

编辑:揭示我的资产类

public class Assets {

    private AssetManager manager;

    private AssetDescriptor<Texture> background;
    private AssetDescriptor<Texture> wood;

    public AssetManager getManager() {
        return manager;
    }

    public AssetDescriptor<Texture> getBackground() {
        return background;
    }

    public AssetDescriptor<Texture> getWood() {
        return hero;
    }    

    public Assets(){

        manager = new AssetManager();

        background = new AssetDescriptor<Texture>("textures/static/bg.png", Texture.class);
        hero = new AssetDescriptor<Texture>("textures/static/hero.png", Texture.class);
        ...

    }

    public void load(){

        manager.load(background);
        manager.load(hero);
        ...

    }

    public void dispose(){
        manager.dispose();
    }
}

1 个答案:

答案 0 :(得分:0)

Screen.dispose() does not get called automatically,当您退出屏幕并且不再需要资产时,您应该手动调用dispose。但显然当你再次需要它们时,你需要再次加载它们,你需要new AssetManager。因此,如果您的资产不会占用太多,您应该将其保留在内存中。

退出时,您需要处理。 Game.dispose()会自动调用。在这里,您应该致电getScreen().dispose(),并在有效dispose()的{​​{1}}方法中处理所有需要处理的内容。

由于目前看起来你在屏幕之间处理它可能是因为你有一个静态的AssetManager,你应该显示你的Screen类。