我正在为 Android 开发 AndEngine 游戏。在我的游戏中,我必须每秒钟创建不同类型的 Tiles (AnimatedSprite)。我已经做到了。但我在比赛中感到抽搐和滞后。我认为这是由于频繁地分配和取消分配对象。所以我想在我的游戏中实现对象池模式。我当前用于创建 Tile 的代码:
public class TileFactory implements EntityFactory {
private static TileFactory tileFactory;
@Override
public AnimatedEntity createEntity(PlayLevelActivity mGameWorld, ResourceType type) {
// TODO Auto-generated method stub
ITiledTextureRegion textureRegion = ResourceManager.getTextureRegion(mGameWorld, type);;
switch (type) {
case STATIC_TILE:
return new StaticTile(mGameWorld, 0, 0, textureRegion.getWidth(), textureRegion.getHeight(),
BodyType.StaticBody, textureRegion, mGameWorld.getVertexBufferObjectManager());
case DYNAMIC_TILE :
return new DynamicTile(mGameWorld, 0, 0, textureRegion.getWidth(), textureRegion.getHeight(),
BodyType.StaticBody, textureRegion, mGameWorld.getVertexBufferObjectManager());
case DANGER_TILE:
return new DangerTile(mGameWorld, 0, 0, textureRegion.getWidth(), textureRegion.getHeight(),
BodyType.StaticBody, textureRegion, mGameWorld.getVertexBufferObjectManager());
case FIRE_TILE:
return new FireTile(mGameWorld, 0, 0, textureRegion.getWidth(), textureRegion.getHeight(),
BodyType.StaticBody, textureRegion, mGameWorld.getVertexBufferObjectManager());
case HIGH_JUMP_TILE:
return new HighJumpTile(mGameWorld, 0, 0, textureRegion.getWidth(), textureRegion.getHeight(),
BodyType.StaticBody, textureRegion, mGameWorld.getVertexBufferObjectManager());
case RISK_TILE:
return new RiskyTile(mGameWorld, 0, 0, textureRegion.getWidth(), textureRegion.getHeight(),
BodyType.StaticBody, textureRegion, mGameWorld.getVertexBufferObjectManager());
default :
return null;
}
}
public static TileFactory getIntance() {
if(tileFactory == null) {
tileFactory = new TileFactory();
}
return tileFactory;
}
}
我已经看到了一些在 AndEngine 中使用 ObjectPool 的示例,但它们仅适用于单一类型的实体。我有几种类型的实体要创建。任何指南如何将我当前的场景转换为 ObjecPool 之一?
静态瓷砖池类:
public class StaticTilePool extends GenericPool<StaticTile> {
PlayLevelActivity mGameWorld;
ITiledTextureRegion textureRegion;
public StaticTilePool(PlayLevelActivity mGameWorld) {
this.mGameWorld = mGameWorld;
textureRegion = ResourceManager.getTextureRegion(mGameWorld, ResourceType.STATIC_TILE);
}
/**
* Called when a Tile is required but there isn't one in the pool
*/
@Override
protected StaticTile onAllocatePoolItem() {
Log.d("count:", "count: " + getAvailableItemCount() + " , maximum count: " + getAvailableItemCountMaximum() + " , unrecycled count: " + getUnrecycledItemCount());
return new StaticTile(mGameWorld, -100, -100, textureRegion.getWidth(), textureRegion.getHeight(),
BodyType.StaticBody, textureRegion, mGameWorld.getVertexBufferObjectManager());
}
/**
* Called just before a Tile is returned to the caller, this is where you write your initialize code
* i.e. set location, rotation, etc.
*/
@Override
protected void onHandleObtainItem(final StaticTile pItem) {
pItem.reset();
pItem.mBody.setAwake(false);
}
/**
* Called when a Tile is sent to the pool
*/
@Override
protected void onHandleRecycleItem(final StaticTile pItem) {
Log.d("onHandle recycle", "onhandle recycle oitem");
pItem.mBody.setAwake(true);
pItem.setVisible(false);
pItem.setIgnoreUpdate(true);
}
}