AndEngine Sprite/Box2D Body移除使我的程序崩溃,没有任何错误/异常信息



我正在制作一款带有障碍的滑板游戏,你必须使用box2D和AndEngine跳过这些障碍。我试着这样做,当玩家与一个对象碰撞时,对象被移除,爆炸被放置在对象的旧位置,但是精灵移除代码中的某些东西冻结了我的程序,导致它结束(甚至不是一个强制关闭消息,它只是关闭自己并进入我的主屏幕),并且没有错误/异常信息出现在logcat中,所以我不知道是什么原因造成的!下面是一些代码片段-

当我创建精灵/边界时,我将一个JSONObject附加到包含精灵和精灵类型的主体上,并将一个类似的JSONObject附加到具有主体和类型的精灵上:

/** method to construct our player (takes an x and y position)*/
private void constructPlayer(final float pX, final float pY) {

    final Body body;

    /* construct the sprite of our player and set the animation */
    this.player = new AnimatedSprite(pX, pY, this.mSkaterTextureRegion);
    long[] frameDurations = {100, 100};
    player.animate(frameDurations, 4, 5, true);

    body = PhysicsFactory.createBoxBody(this.mPhysicsWorld, player, BodyType.DynamicBody, PLAYER_FIXTURE_DEF);
    this.mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(player, body, true, false));
    body.setUserData(makeUserDataForBody(PLAYER_TYPE,player));
    player.setUserData(makeUserDataForSprite(PLAYER_TYPE,body));
    this.mScene.registerTouchArea(player);
    //attach our player to the scene
    this.mScene.attachChild(player);
}
private JSONObject makeUserDataForBody(int type, Object sprite)
{
    JSONObject myObject = new JSONObject();
    try {
        myObject.put("type", type);
        myObject.put("sprite", sprite);
    } catch (JSONException e) {
        // TODO Auto-generated catch block
        e.printStackTrace();
    }
    return myObject;
}
private JSONObject makeUserDataForSprite(int type, Body body)
{
    JSONObject myObject = new JSONObject();
    try {
        myObject.put("body", body);
        myObject.put("type", type);
    } catch (JSONException e) {
        // TODO Auto-generated catch block
        e.printStackTrace();
    }
    return myObject;
}
我构建障碍物精灵的代码与构建玩家的代码基本相同,但我为它设置了一个移动速度:
private void addObstruction(final float pX, final float pY) {

    final Body body;
    final Sprite myObstruction;
    myObstruction = new Sprite(pX, pY, this.mCrateTextureRegion);
    body = PhysicsFactory.createBoxBody(this.mPhysicsWorld, myObstruction, BodyType.DynamicBody, OBJECT_FIXTURE_DEF);
    this.mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(myObstruction, body, true, true));
    body.setUserData(makeUserDataForBody(OBSTRUCTION_TYPE,myObstruction));
    myObstruction.setUserData(makeUserDataForSprite(OBSTRUCTION_TYPE,body));
    body.setLinearVelocity(-150f, 0);
    //attach our Obstruction to the scene
    this.mScene.attachChild(myObstruction);
}

这是我的物理世界的contactListener:

this.mPhysicsWorld.setContactListener(new ContactListener() {
        @Override
        public void preSolve(Contact contact, Manifold oldManifold) {
        }
        @Override
        public void postSolve(Contact contact, ContactImpulse impulse) {            
        }
        @Override
        public void endContact(Contact contact) {
            // TODO Auto-generated method stub
                Body obj1Data = contact.getFixtureA().getBody();
                Body obj2Data = contact.getFixtureB().getBody();
                JSONObject obj1UserData;
                JSONObject obj2UserData;
                int obj1Type = 0;
                int obj2Type = 0;
                if(obj1Data.getUserData()!=null)
                {
                    obj1UserData =(JSONObject) obj1Data.getUserData();
                    try {
                    obj1Type = obj1UserData.getInt("type");
                    }catch (JSONException e) {
                        // TODO Auto-generated catch block
                        e.printStackTrace();
                    }
                }
                if(obj2Data.getUserData()!=null)
                {
                    obj2UserData=(JSONObject) obj2Data.getUserData();
                    try {
                        obj2Type = obj2UserData.getInt("type");
                    } catch (JSONException e) {
                        // TODO Auto-generated catch block
                        e.printStackTrace();
                    }
                }
                switch (obj1Type)
                {
                    case PLAYER_TYPE:
                    break;
                    case GRINDRAIL_TYPE:
                    if(isGrinding)
                        {
                            endGrind();
                            if(!isJumping)
                            fall(player);
                        }
                    break;
                    case GROUND_TYPE:
                    break;
                    case OBSTRUCTION_TYPE:
                    break;
                    case WALL_TYPE:
                        break;

                }
                switch (obj2Type)
                {
                    case PLAYER_TYPE:
                    break;
                    case GRINDRAIL_TYPE:
                    if(isGrinding)
                        {
                            endGrind();
                            if(!isJumping)
                            fall(player);
                        }
                    break;
                    case GROUND_TYPE:
                    break;
                    case OBSTRUCTION_TYPE:
                    break;
                    case WALL_TYPE:
                        break;
                }

        }
        @Override
        public void beginContact(Contact contact) {
                Body obj1Data = contact.getFixtureA().getBody();
                Body obj2Data = contact.getFixtureB().getBody();

                JSONObject obj1UserData;
                JSONObject obj2UserData;
                int obj1Type = 0;
                int obj2Type = 0;
                if(obj1Data.getUserData()!=null)
                {
                    obj1UserData =(JSONObject) obj1Data.getUserData();
                    try {
                    obj1Type = obj1UserData.getInt("type");
                    }catch (JSONException e) {
                        // TODO Auto-generated catch block
                        e.printStackTrace();
                    }
                }
                if(obj2Data.getUserData()!=null)
                {
                    obj2UserData=(JSONObject) obj2Data.getUserData();
                    try {
                        obj2Type = obj2UserData.getInt("type");
                    } catch (JSONException e) {
                        // TODO Auto-generated catch block
                        e.printStackTrace();
                    }
                }

                //deal with things colliding with the player
                if(obj1Type==PLAYER_TYPE)
                {
                    playerCollisionHandler(obj2Data);
                }
                else if(obj2Type==PLAYER_TYPE)
                {
                    playerCollisionHandler(obj1Data);
                }

        }
    });
这是我的playerCollisionHandler方法:
private void playerCollisionHandler(Body secondBody)
{
    JSONObject secondBodyData = null;
    if(secondBody.getUserData()!=null)
    {
        secondBodyData=(JSONObject) secondBody.getUserData();
    }

    JSONObject userdata = (JSONObject) player.getUserData();
    Body playerBody = null;
    try {
        playerBody = (Body) userdata.get("body");
    } catch (JSONException e) {
        // TODO Auto-generated catch block
        e.printStackTrace();
    }
    int objType = 0;
    try {
        if(secondBodyData!=null)
        objType = secondBodyData.getInt("type");
    } catch (JSONException e) {
        // TODO Auto-generated catch block
        e.printStackTrace();
    }
    if(objType == GROUND_TYPE)
    {
        if(playerBody.getLinearVelocity().y<0)
        {
            /* If the sprites y velocity is negative the sprite is jumping,
             * don't reset the values!!!*/
        }
        else
        {
            if((isJumping)||(isFalling))
            {
                //play landing sound
                AndEngineTestActivity.this.mLandSound.play();
                isJumping = false;
                isFalling = false;
                //player.setPosition(player.getX(), GROUND_LEVEL-player.getHeight());
                //animate landing
                player.animate(createFrameDurations(LAND_ANIM_FRAMES.length), LAND_ANIM_FRAMES, 0);
            }
            if(!rollSoundIsPlaying)
            {
                playRollSound();
            }
        }
    }
    else if(objType == GRINDRAIL_TYPE)
    {
        Sprite grindRail=null;
        try {
            grindRail = (Sprite) secondBodyData.get("sprite");
        } catch (JSONException e) {
            // TODO Auto-generated catch block
            e.printStackTrace();
        }
        /*create a rectangle at the upper bound of the grind rail to test collision*/
        grindRailUpperBound = new Rectangle(grindRail.getX(), grindRail.getY(), mGrindRailTextureRegion.getWidth(), COLLISION_BOUNDS_PIXEL_ACCURACY);
        playerLowerBound = new Rectangle(player.getX(), player.getY()+player.getHeight(), player.getWidth(), COLLISION_BOUNDS_PIXEL_ACCURACY);
        grindRailUpperBound.setColor(1.0f, 0f, 0f,1f);
        playerLowerBound.setColor(1.0f, 1.0f, 0f,1f);
        mScene.attachChild(playerLowerBound);
        mScene.attachChild(grindRailUpperBound);
        if(grindRailUpperBound.collidesWith(playerLowerBound))
        {
            if(!isGrinding)
            {
                mScene.detachChild(grindRailUpperBound);
                mScene.detachChild(playerLowerBound);
                grindPlayer(player);
            }
        }
        if(!isGrinding)
        {
            /* if it reaches this point and the custom rectangle bounds did not collide
             * it means the player has collided with the grind rail another way, so we hurt the player*/
            playerHitByObject();
            destroyObstruction(secondBody);
        }
    }
    else if(objType == OBSTRUCTION_TYPE)
    {
        playerHitByObject();
        destroyObstruction(secondBody);
    }
}

,这里是destroy梗阻方法,这似乎是崩溃的罪魁祸首(如果我注释出我的调用destroy梗阻我的代码运行良好,但我不确定为什么这个方法导致崩溃…):

private void destroyObstruction(Body obstructionBody)
{
    obstructionBody.setActive(false);

    try{
        JSONObject secondBodyData = null;
        if(obstructionBody.getUserData()!=null)
        {
            secondBodyData=(JSONObject) obstructionBody.getUserData();
        }
        explodeObstruction(((IEntity) secondBodyData.get("sprite")).getX(),((IEntity) secondBodyData.get("sprite")).getY());
        final PhysicsConnector obstructionPhysicsConnector = this.mPhysicsWorld.getPhysicsConnectorManager().findPhysicsConnectorByShape((IShape) secondBodyData.get("sprite"));
        this.mPhysicsWorld.unregisterPhysicsConnector(obstructionPhysicsConnector);
        this.mPhysicsWorld.destroyBody(obstructionPhysicsConnector.getBody());
        //this.mPhysicsWorld.destroyBody(obstructionBody);
        this.mScene.detachChild((IEntity) secondBodyData.get("sprite"));
    }catch(Exception e)
    {
        Log.d(TAG, "Exception:"+e);
    }
    catch(Error e)
    {
        Log.d(TAG, "Error:"+e);
    }
}
private void explodeObstruction(float pX, float pY)
{
    PointParticleEmitter obstructionExplosion = new PointParticleEmitter(pX, pY);
    ParticleSystem ExplosionParticleSystem = new ParticleSystem(obstructionExplosion, 45, 60, 60, this.mCrateParticleTextureRegion);

    ExplosionParticleSystem.addParticleInitializer(new AlphaInitializer(1f));
    ExplosionParticleSystem.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
    ExplosionParticleSystem.addParticleInitializer(new VelocityInitializer(-175, 175, -175, 175));
    ExplosionParticleSystem.addParticleInitializer(new RotationInitializer(0.0f, 360.0f));
    ExplosionParticleSystem.addParticleInitializer(new RotationInitializer(0f, -20f));
    ExplosionParticleSystem.addParticleModifier(new ScaleModifier(1.0f, 0.5f, 0, MAX_PARTICLE_LIFE/2));
    ExplosionParticleSystem.addParticleModifier(new AlphaModifier(1, 0.35f, 0, MAX_PARTICLE_LIFE));
    ExplosionParticleSystem.addParticleModifier(new ExpireModifier(MAX_PARTICLE_LIFE, MAX_PARTICLE_LIFE));

    this.mScene.attachChild(ExplosionParticleSystem);
}

在谷歌搜索box2D和精灵/主体移除后,你发现你不能从contactListener中移除精灵/主体,但你能做的是在body或精灵中设置一个标志来删除它,并在contactListener之外的单独更新方法中检查这些标志。我通过创建一个单一的'makeUserData'方法来创建一个带有精灵/主体/类型的JSONObject,另外还有一个布尔'deleteStatus'来确定它是否标记为删除:

private JSONObject makeUserData(int type, Body body, Object sprite)
{
    JSONObject myObject = new JSONObject();
    try {
        myObject.put("type", type);
        myObject.put("sprite", sprite);
        myObject.put("body", body);
        myObject.put("deleteStatus", false);
    } catch (JSONException e) {
        // TODO Auto-generated catch block
        Log.d(TAG,"Exception creating user data:"+e);
    }
    return myObject;
}

然后在碰撞后不调用destroy梗阻(),而是调用我创建的这个方法,将主体内的删除标志设置为true:

private void setForDestruction(Body myBody) throws JSONException
{
    if(myBody.getUserData()!=null)
    {
        ((JSONObject)myBody.getUserData()).put("deleteStatus", true);
    }
}

然后在一个单独的更新处理程序中(我已经在我的onLoadScene方法中有一个更新分数),我添加了一个调用另一个方法,我在物理世界中迭代身体寻找这个标志:

 this.mScene.registerUpdateHandler(new IUpdateHandler() {
        @Override
        public void reset() { }
        @Override
        public void onUpdate(final float pSecondsElapsed) {
            //update the players score
            updateScore();
            //update the text on the screen
            playerScoreText.setText( "Score: "+PLAYER_SCORE);               
            playerLivesText.setText("Lives:"+PLAYER_LIVES);
            //remove any sprites flagged for deletion
            try{
                removeObjectsSetForDestruction();
            }catch(Exception e)
            {
                Log.d(TAG,"Exception removing objects from update:"+e);
            }
            catch(Error e)
            {
                Log.d(TAG,"Error removing objects from update:"+e);
            }
        }
    });

这里是removeObjectsSetForDestruction方法:

private void removeObjectsSetForDestruction()
{
    if(this.mPhysicsWorld!=null)
    {
        Iterator<Body> allMyBodies = this.mPhysicsWorld.getBodies();//gets all the bodies in my physics world
        boolean isDelete = false;
        JSONObject currentBodyData;
        while(allMyBodies.hasNext())
        {
             try {
//this code is in a try/catch bracket because some of my bodies don't have the extra data attached
                 currentBodyData = (JSONObject)allMyBodies.next().getUserData();//gets the next JSONOBject from the body
                 if(currentBodyData!=null)
                 {
                     isDelete = (Boolean) currentBodyData.get("deleteStatus");
                    if(isDelete)
                    {
                        destroyObstruction((Body) currentBodyData.get("body"));
                    }
                 }
            } catch (JSONException e) {
                // TODO Auto-generated catch block
                Log.d(TAG,"Error getting world bodies data:"+e);
            }
        }
    }
}
编辑:box2D上的AndEngine wiki很好地解释了世界物理计算是如何脆弱的,所以你需要在添加/删除/移动物体时非常小心,因为在某些地方它可能与世界物理计算同时发生,最终导致程序崩溃。它还概述了一个解决方案,即将代码放入'this.runOnUpdateThread'。例如,在我的代码中,当我在代码中添加障碍物精灵时(它们是从CountDownTimer添加的,所以它们可能与世界步数计算同时添加),我将其包装在一个线程中:
private void addObstruction(final float pX, final float pY) {
    runOnUpdateThread(new Runnable() {

    @Override
    public void run() {
        final Body body;
        final Sprite myObstruction;
        myObstruction = new Sprite(pX, pY-mCrateTextureRegion.getHeight(), mCrateTextureRegion);
        body = PhysicsFactory.createBoxBody(mPhysicsWorld, myObstruction, BodyType.DynamicBody, OBJECT_FIXTURE_DEF);
        //body.setLinearDamping(10);
        //body.setAngularDamping(10);
        mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(myObstruction, body, true, true));
        body.setUserData(makeUserData(OBSTRUCTION_TYPE,body,myObstruction));
        myObstruction.setUserData(makeUserData(OBSTRUCTION_TYPE,body,myObstruction));
        myObstruction.registerUpdateHandler(new IUpdateHandler() {
            @Override
            public void reset() {
            }
            @Override
            public void onUpdate(float pSecondsElapsed) {
                    runOnUpdateThread(new Runnable() {
                    @Override
                    public void run() {
                        final Vector2 velocity = Vector2Pool.obtain(-10f, 0f);
                        body.setLinearVelocity(velocity);
                        Vector2Pool.recycle(velocity);
                    }
                });
            }
        });
        //attach our Obstruction to the scene
        mScene.attachChild(myObstruction);
    }
    });
}

我在大多数地方使用这些线程,我做的代码与主体,我可以确认这停止了我的随机崩溃:)

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