I am new with AndEngine. I just created a scene with many spawned sprites that come from above screen height in landscape mode. Now I want to remove a sprite when I touch on it. Problem is, when I touched the screen the most recent sprite is removed and I can't remove the tapped sprite individually.
Here is my code:
//======== TimerHandler for collision detection and cleaning up ======
IUpdateHandler detect = new IUpdateHandler() {
@Override
public void reset() {
}
@Override
public void onUpdate(float pSecondsElapsed) {
targets = targetLL.iterator();
while (targets.hasNext()) {
_target = targets.next();
if (_target.getY() >= cameraHeight) {
// removeSprite(_target, targets);
tPool.recyclePoolItem(_target);
targets.remove();
Log.d("ok", "---------Looop Inside-----");
// fail();
break;
}
// i don't know whether below code is valid for this postion
mMainScene.setOnSceneTouchListener(new IOnSceneTouchListener() {
@Override
public boolean onSceneTouchEvent(Scene arg0,
TouchEvent pSceneTouchEvent) {
try {
// i can't use this two
final float touchX = pSceneTouchEvent.getX();
final float touchY = pSceneTouchEvent.getY();
if (pSceneTouchEvent.getAction() == TouchEvent.ACTION_DOWN) {
//call to remove sprite
removeSprite(_target, targets);
}
} catch (ArrayIndexOutOfBoundsException e) {
e.printStackTrace();
} catch (Exception e) {
e.printStackTrace();
}
return true;
}
});
}
targetLL.addAll(TargetsToBeAdded);
TargetsToBeAdded.clear();
}
};
code for adding target:
/** adds a target at a random location and let it move along the y-axis */
public void addTarget() {
Random rand = new Random();
int minX = mTargetTextureRegion.getWidth();
int maxX = (int) (mCamera.getWidth() - mTargetTextureRegion.getWidth());
int rangeX = maxX - minX;
Log.d("----point----", "minX:" + minX + "maxX:" + maxX + "rangeX:"
+ rangeX);
int rX = rand.nextInt(rangeX) + minX;
int rY = (int) mCamera.getHeight() + mTargetTextureRegion.getHeight();
Log.d("---Random x----", "Random x" + rX + "Random y" + rY);
//HERE I USE POOL TO CREATE NEW SPRITE
//tPool is object of TargetsPool Class
target = tPool.obtainPoolItem();
target.setPosition(rX, rY);
target.animate(100);
mMainScene.attachChild(target, 1);
mMainScene.registerTouchArea(target);
int minDuration = 2;
int maxDuration = 32;
int rangeDuration = maxDuration - minDuration;
int actualDuration = rand.nextInt(rangeDuration) + minDuration;
// MoveXModifier mod = new MoveXModifier(actualDuration, target.getX(),
// -target.getWidth());
MoveYModifier mody = new MoveYModifier(actualDuration,
-target.getHeight(), cameraHeight + 10);
target.registerEntityModifier(mody.deepCopy());
TargetsToBeAdded.add(target);
}
code for remove sprite when touched:
// ==============the method to remove sprite=====================
public void removeSprite(final AnimatedSprite _sprite, Iterator it) {
runOnUpdateThread(new Runnable() {
@Override
public void run() {
_target = _sprite;
mMainScene.detachChild(_target);
}
});
it.remove();
}
I use GenericPool to create new sprite.
I am not sure where I have to write code for the specific touched sprite and remove it.
ohh.. I found the solution here.
I implemented an IOnAreaTouchListener in BaseGameActivity class. So, my class declaration looks like:
public class CrazyMonkeyActivity extends BaseGameActivity implements
IOnAreaTouchListener
and my override method looks like:
@Override
public boolean onAreaTouched(final TouchEvent pSceneTouchEvent,
final ITouchArea pTouchArea, final float pTouchAreaLocalX,
final float pTouchAreaLocalY) {
if (pSceneTouchEvent.isActionDown()) {
this.removeSprite((AnimatedSprite) pTouchArea);
return true;
}
return false;
}
And remove Sprite methods should be like:
// ==============the method to remove spirit=====================
public void removeSprite(final AnimatedSprite target) {
runOnUpdateThread(new Runnable() {
@Override
public void run() {
mMainScene.detachChild(target);
mMainScene.unregisterTouchArea(target);
System.gc();
}
});
}
To create continuous Spawn Sprite I use a time handler inside this method. Below method should be called inside onLoadScene() method:
/** a Time Handler for spawning targets Sprites, triggers every 2 second */
private void createSpriteSpawnTimeHandler() {
TimerHandler spriteTimerHandler;
float mEffectSpawnDelay = 2f;
spriteTimerHandler = new TimerHandler(mEffectSpawnDelay, true,
new ITimerCallback() {
@Override
public void onTimePassed(TimerHandler pTimerHandler) {
//position for random sprite
final float xPos = MathUtils.random(30.0f,
(cameraWidth - 30.0f));
final float yPos = MathUtils.random(30.0f,
(cameraHeight - 30.0f));
//below method call for new sprite
addTarget(xPos, yPos);
}
});
getEngine().registerUpdateHandler(spriteTimerHandler);
}
And addTarget() looks like:
public void addTarget(float xPos, float yPos) {
Random rand = new Random();
Log.d("---Random x----", "Random x" + xPos + "Random y" + yPos);
target = new AnimatedSprite(xPos, yPos, mTargetTextureRegion);
target.animate(100);
mMainScene.attachChild(target);
mMainScene.registerTouchArea(target);
int minDuration = 2;
int maxDuration = 32;
int rangeDuration = maxDuration - minDuration;
int actualDuration = rand.nextInt(rangeDuration) + minDuration;
MoveYModifier mody = new MoveYModifier(actualDuration,
-target.getHeight(), cameraHeight + 10);
target.registerEntityModifier(mody.deepCopy());
}
Hope this might help others too!
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