I'm developing in AndEngine I have nearly completed my game, but unfortunately, it suffers from a low fps occasionally due to the fact that I am checking .collideswith a lot in my update loop. I now understand that this is the problem, and I have been trying to change it using Box2d with bodies and such as in theory, this is exactly what I need, but I can't get a grasp around it!
Basically, I have 4 arrays; one for cars, three for enemies. Cars drive from left to right, and if they make contact with any of these enemies, it's speed changes depending. Do I have to allocate a body to each one of cars and enemies when I am loading their arrays? And then how do I check? do I run a for loop, and then an 'isBodyContacted(carBody, iceBergBody);' in the update look? It's a bit cofusing!
For reference, loading my car:
private void loadCar() {
for (int i = 0; i < rManager.getInstance().carArray.length; i++) {
rManager.getInstance().carArray[i] = new Car(new Sprite(
rManager.getInstance().spawnPoint[i].getSpawnPos().x,
rManager.getInstance().spawnPoint[i].getSpawnPos().y,
rManager.getInstance().car_region,
engine.getVertexBufferObjectManager()) {
@Override
public boolean onAreaTouched(final TouchEvent pSceneTouchEvent,
final float pTouchAreaLocalX,
final float pTouchAreaLocalY) {
if (pSceneTouchEvent.isActionMove()
&& GameManager.getInstance().getDebugMode() == true) {
this.setPosition(pSceneTouchEvent.getX(),
pSceneTouchEvent.getY());
}
return true;
}
});
}
for (int i = 0; i < rManager.getInstance().carArray.length; i++) {
rManager.getInstance().carArray[i].getCarSprite().setScale(0.5f);
rManager.getInstance().carArray[i].getCarSprite().setAnchorCenter(
0, 0);
colourX = (randNumber(2, 9));
colourY = (randNumber(2, 9));
colourZ = (randNumber(2, 9));
colourX /= 10;
colourY /= 10;
colourZ /= 10;
rManager.getInstance().carArray[i].getCarSprite().setColor(colourZ,
colourY, colourZ);
attachChild(rManager.getInstance().carArray[i].getCarSprite());
this.registerTouchArea(rManager.getInstance().carArray[i]
.getCarSprite());
this.setTouchAreaBindingOnActionDownEnabled(true);
}
}
Loading an enemy..
void loadIceBerg() {
for (int i = 0; i < rManager.getInstance().iceBergArray.length; i++) {
rManager.getInstance().iceBergArray[i] = new IceBergEnemy(
new Sprite(randNumber(200, 700), randNumber(0, 480),
rManager.getInstance().iceBerg_region,
engine.getVertexBufferObjectManager()) {
@Override
public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
this.setPosition(pSceneTouchEvent.getX(), pSceneTouchEvent.getY());
if (this.getY() > rManager.getInstance().camera.getHeight() - (this.getHeight() / 2) || this.getY() < 0 + (this.getHeight() / 2))
{
this.setPosition(200 - (pDifficultyLevel * 20),
-100);
showScore(50, " ice berg!");
this.setVisible(false);
}
if(pSceneTouchEvent.isActionUp())
{
updateScore(50);
GameManager.getInstance().updateTotalIceBergEnemiesKilled();
}
return true;
}
});
rManager.getInstance().iceBergArray[i].getIceBergSprite()
.setPosition(
rManager.getInstance().iceBergArray[i]
.getIceBergSprite().getX(),
rManager.getInstance().iceBergArray[i]
.getIceBergSprite().getY());
rManager.getInstance().iceBergArray[i].getIceBergSprite().setScale(
0.8f);
this.registerTouchArea(rManager.getInstance().iceBergArray[i]
.getIceBergSprite());
this.setTouchAreaBindingOnActionDownEnabled(true);
attachChild(rManager.getInstance().iceBergArray[i]
.getIceBergSprite());
}
}
Some collision!
else if (rManager.getInstance().iceBergArray[2]
.getIceBergSprite().collidesWith(
rManager.getInstance().carArray[r]
.getCarSprite())) {
rManager.getInstance().carArray[r].setCarSpeed(0f);
}
else if (rManager.getInstance().iceBergArray[3]
.getIceBergSprite().collidesWith(
rManager.getInstance().carArray[r]
.getCarSprite())) {
rManager.getInstance().carArray[r].setCarSpeed(0f);
}
else if (rManager.getInstance().iceBergArray[4]
.getIceBergSprite().collidesWith(
rManager.getInstance().carArray[r]
.getCarSprite())) {
rManager.getInstance().carArray[r].setCarSpeed(0f);
}
else if (rManager.getInstance().iceBergArray[5]
.getIceBergSprite().collidesWith(
rManager.getInstance().carArray[r]
.getCarSprite())) {
rManager.getInstance().carArray[r].setCarSpeed(0f);
}
I have found many tutorials, but none seem to reference an array of objects, and that is exactly what I need. If someone could help me or provide some sort of quick tutorial, then that would be greatly appreciated. Thanks!!