Hi there
I am building an android game where objects randomly come in from either side of the screen towards a sprite in the middle of the screen. When one passes the tripwire on the central sprite it is dealt with by my collision detection which sets the enemy objects co-ordinates to somewhere off the screen, thats desired but as this happens in my updatePhysics() method when we loop back to the doDraw() method the canvas has redrawn to an empty state (ie. without any enemy objects on it). Any objects that were on screen and not colliding with the sprite are erased too and new ones regenerated. Why is it removing all the enemy objects rather than just updating the position of the ones left in play at that point???
I will include my code to make this simpler to understand. This is the collision detection part of my updatePhysics():
// COLLISION DETECTION
int n = 0,haveHidden = 0; //haveHidden is number of objects that are hidden in this current pass of CD
while(n < mCurrentDistractionsOnScreen){
switch(DistractionsArray[n].dGeneralDirection){
case LEFT_ORIGIN:
// If the X co-ordinate is past the edge of the performer sprite
if((DistractionsArray[n].ObjmX2 > LEFT_TRIPWIRE) && (DistractionsArray[n].ObjmX2 < RIGHT_TRIPWIRE))
{
mConcentration -= DistractionsArray[n].dDamageToInflict;
Log.w(this.getClass().getName(), "Object: " + n + "LEFT Damage: " + DistractionsArray[n].dDamageToInflict + " leaves " + mConcentration);
DistractionsArray[n].hideDistraction();
haveHidden++;
}
break;
case RIGHT_ORIGIN:
// If the X co-ordinate is past the edge of the performer sprite
if((DistractionsArray[n].ObjmX > LEFT_TRIPWIRE) && (DistractionsArray[n].ObjmX < RIGHT_TRIPWIRE))
{
mConcentration -= DistractionsArray[n].dDamageToInflict;
Log.w(this.getClass().getName(), "Object: " + n + "RIGHT Damage: " + DistractionsArray[n].dDamageToInflict + " leaves " + mConcentration);
DistractionsArray[n].hideDistraction();
haveHidden++;
}
break;
}
n++;
mCurrentDistractionsOnScreen -= haveHidden;
}
This is the hideDistraction() method that is a method defined in the DistractionObjects inner class in this thread (DistractionsArray consists of these objects):
public void hideDistraction(){
// Set attributes to default
this.dName = "Default";
this.dVelocity = 0;
this.dMaxPoints = 10;
this.dDamageToInflict = 0;
this.dOrigin = 100;
this.dGestureRequired = "";
// Can be reused again
this.isUseable = true;
Log.w(getClass().getName(), "HIDING FROM: " + this.ObjmX + " " + this.ObjmY + " " + this.ObjmX2 + " " + this.ObjmY2 + " ");
// Position it off-screen
this.ObjmX = -150;
this.ObjmX2 = -150 + this.dDistractionObjectSprite1.getIntrinsicWidth();
this.ObjmY = -150;
this.ObjmY2 = -150 + this.dDistractionObjectSprite1.getIntrinsicHeight();
Log.w(getClass().getName(), "HIDING TO: " + this.ObjmX + " " + this.ObjmY + " " + this.ObjmX2 + " " + this.ObjmY2 + " ");
}
And the doDraw method starts by canvas.save() and at the end does a canvas.restore. To render my objects at their new position it does this:
// For each object in play, draw its new co-ordinates on the canvas
int n = 0;
while(n < mCurrentDistractionsOnScreen){
DistractionsArray[n].dDistractionObjectSprite1.setBounds((int)DistractionsArray[n].ObjmX,
(int)DistractionsArray[n].ObjmY,
(int)DistractionsArray[n].ObjmX2,
(int)DistractionsArray[n].ObjmY2);
DistractionsArray[n].dDistractionObjectSprite1.draw(canvas);
n++;
}
I am literally devoid of any ideas now after trying so many different fixes, even attempted to serialize the position of those other enemy objects on screen in an integer array that is rebuilt in the physics method but nothing!!
To summarise, I need a way of hiding the enemy object off-screen like in hideDistraction() when it passes the tripwire, but I want all the other objects to still continue on course as they are without being moved off screen and re-rendered from scratch.
If you need more details please ask....and if you can, pleaseeee help!
Many thanks