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Home/ Questions/Q 7055209
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Editorial Team
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Editorial Team
Asked: May 28, 20262026-05-28T03:43:15+00:00 2026-05-28T03:43:15+00:00

I am using AndEngines onSceneTouchEvent method to create a jump affect for a sprite.

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I am using AndEngines onSceneTouchEvent method to create a jump affect for a sprite.

The issue i am having is that if the user touches the screen for instance they triple tap the screen the sprite will keep jumping, what i want is for it to receive only 1 click and do one jump for the one touch.

Here is what i am using which is causing this issue.
As you see i try to use a mIsJumping boolean and when the player collides with a invisible rectangle, it is set to false again to allow for jumping again.

@Override
public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) {

    if(pSceneTouchEvent.isActionUp()){

             if(mIsJumping == false){
                    SequenceEntityModifier jumpModifier = new SequenceEntityModifier(
                                new MoveYModifier(.6f, player.getY(), player.getY() - 250, EaseQuadOut.getInstance()),
                                new MoveYModifier(.6f, player.getY() - 250, player.getY(), EaseBounceOut.getInstance()));
                        player.registerEntityModifier(jumpModifier);

            }


    }



    return false;
}

From my description above how can i only register one touch even and jump once until the sprite collides with the rectangle?

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  1. Editorial Team
    Editorial Team
    2026-05-28T03:43:16+00:00Added an answer on May 28, 2026 at 3:43 am

    There’s even an easier solution – use an IEntityModifierListener.

    Create the listener this way:

    final IEntityModifier.IEntityModifierListener listener = new IEntityModifier.IEntityModifierListener() {
    
            @Override
            public void onModifierStarted(IModifier<IEntity> pModifier,
                    IEntity pItem) {
    
            }
    
            @Override
            public void onModifierFinished(IModifier<IEntity> pModifier,
                        IEntity pItem) {
                mIsJumping = false;
    
            }
    
    };
    

    Register it to the MoveYModifier that moves the player down. So, when the modifying ends (The jump modification ends), mIsJumping will be false. Also, remember to set mIsJumping to true when the jump starts.

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