我是Android游戏开发新手。我一直在尝试一个游戏开发的例子,但是有些人却无法理解android中零点异常的原因。
public void onLoadResources() {
this.mBitmapTextureAtlas = new BitmapTextureAtlas(512, 512,
TextureOptions.BILINEAR_PREMULTIPLYALPHA);
BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");
this.mPlayerTextureRegion = BitmapTextureAtlasTextureRegionFactory
.createFromAsset(this.mBitmapTextureAtlas, this, "Player.png",
0, 0);
this.mEngine.getTextureManager().loadTexture(this.mBitmapTextureAtlas);
final int PlayerX = (int)(mCamera.getWidth() / 2);
final int PlayerY = (int) ((mCamera.getHeight() - mPlayerTextureRegion
.getHeight()) / 2);
this.player = new Sprite(PlayerX, PlayerY, this.mPlayerTextureRegion);
this.player.setScale(2);
this.mMainScene.attachChild(this.player);
}
最后一行
"this.mMainScene.attachChild(this.player);"
导致了空点异常,即使所有内容都初始化了。在评论这一行后,一切工作正常,但显示是没有精灵。这是Mmainsene被初始化的代码
public Scene onLoadScene() {
this.mEngine.registerUpdateHandler(new FPSLogger());
this.mMainScene = new Scene();
this.mMainScene.setBackground(new ColorBackground(0.09804f, 0.6274f, 0.8784f));
return mMainScene;
}
最佳答案
您尚未初始化mmainscene。在定义了mmainscene是什么之前,不能引用(即附加子对象/调用方法)。
您可以检查mmainscene是否为空,或者将mmainscene的赋值移到onloadresources()中吗?
能否将mmainscene定义从onloadscene移动到onloadresources?
public void onLoadResources() {
this.mBitmapTextureAtlas = new BitmapTextureAtlas(512, 512,
TextureOptions.BILINEAR_PREMULTIPLYALPHA);
BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");
this.mPlayerTextureRegion = BitmapTextureAtlasTextureRegionFactory
.createFromAsset(this.mBitmapTextureAtlas, this, "Player.png",
0, 0);
this.mEngine.getTextureManager().loadTexture(this.mBitmapTextureAtlas);
final int PlayerX = (int)(mCamera.getWidth() / 2);
final int PlayerY = (int) ((mCamera.getHeight() - mPlayerTextureRegion
.getHeight()) / 2);
this.player = new Sprite(PlayerX, PlayerY, this.mPlayerTextureRegion);
this.player.setScale(2);
this.mMainScene = new Scene();
this.mMainScene.setBackground(new ColorBackground(0.09804f, 0.6274f, 0.8784f));
this.mMainScene.attachChild(this.player);
}
public Scene onLoadScene() {
return mMainScene;
}
编辑:
根据Snake的示例,似乎应该在onloadscene方法中将子对象添加到场景中:
public Scene onLoadScene() {
this.mEngine.registerUpdateHandler(new FPSLogger());
this.mScene = new Scene();
for(int i = 0; i < LAYER_COUNT; i++) {
this.mScene.attachChild(new Entity());
}