I created this generic pool to re-use some sprites that i add to the scene.
public class FruitPool extends GenericPool<Sprite> {
// ===========================================================
// Constants
// ===========================================================
// ===========================================================
// Fields
// ===========================================================
private ITextureRegion texture1;
private ITextureRegion texture2;
private ITextureRegion texture3;
private ITextureRegion texture4;
private ITextureRegion texture5;
private Scene mScene;
private Context mContext;
private Camera mCamera;
private LinkedList<Sprite>pool1;
// ===========================================================
// Constructors
// ===========================================================
public FruitPool(final ITextureRegion watermelonRegion,
ITextureRegion cherryRegion,ITextureRegion mBallTextureRegion, ITextureRegion grapeTextureRegion, ITextureRegion strawberryTextureRegion,Scene mScene2, Camera camera, LinkedList<Sprite>items) {
this.texture1 = watermelonRegion;
this.texture2 =cherryRegion;
this.texture3 = mBallTextureRegion;
this.texture4 = grapeTextureRegion;
this.texture5 = strawberryTextureRegion;
this.mScene = mScene2;
this.pool1 = items;
this.mCamera = camera;
}
// ===========================================================
// Getter & Setter
// ===========================================================
// ===========================================================
// Methods for/from SuperClass/Interfaces
// ===========================================================
@Override
protected Sprite onAllocatePoolItem() {
Random rand = new Random();
Random randFruit = new Random();
Sprite fruit = null;
float x = rand.nextInt((int) mCamera.getWidth() - texture1.getHeight());
int textureNumber = randFruit.nextInt(5)+1;
switch(textureNumber){
case 1:
fruit = new Sprite(x, 0, this.texture1);
break;
case 2:
fruit = new Sprite(x, 0, this.texture2);
break;
case 3:
fruit = new Sprite(x, 0, this.texture3);
break;
case 4:
fruit = new Sprite(x, 0, this.texture4);
break;
case 5:
fruit = new Sprite(x, 0, this.texture5);
break;
}
mScene.attachChild(fruit);
return fruit;
}
@Override
protected void onHandleObtainItem(final Sprite pItem) {
pItem.reset();
}
@Override
protected void onHandleRecycleItem(final Sprite pItem) {
pItem.setVisible(false);
pItem.setIgnoreUpdate(true);
}
// ===========================================================
// Methods
// ===========================================================
// ===========================================================
// Inner and Anonymous Classes
// ===========================================================
The code runs well but it doesnt seem to be reusing the recycled sprites but allocating new ones Each time..
I retrieve a sprite by calling
face = fruitsPool.onAllocatePoolItem();
Any suggestions?
EDIT:
I tried the method in the answer setting it up like this..
public class FruitPool extends GenericPool<Sprite> {
// ===========================================================
// Constants
// ===========================================================
// ===========================================================
// Fields
// ===========================================================
private ITextureRegion texture1;
private ITextureRegion texture2;
private ITextureRegion texture3;
private ITextureRegion texture4;
private ITextureRegion texture5;
private Scene mScene;
private Context mContext;
private Camera mCamera;
private LinkedList<Sprite>pool1;
private static Sprite fruitOne = null;
private static Sprite fruitTwo= null;
private static Sprite fruitThree = null;
private static Sprite fruitFour = null;
private static Sprite fruitFive = null;
private Sprite fruit = null;
// ===========================================================
// Constructors
// ===========================================================
public FruitPool(final ITextureRegion watermelonRegion,
ITextureRegion cherryRegion,ITextureRegion mBallTextureRegion, ITextureRegion grapeTextureRegion, ITextureRegion strawberryTextureRegion,Scene mScene2, Camera camera, LinkedList<Sprite>items) {
this.texture1 = watermelonRegion;
this.texture2 =cherryRegion;
this.texture3 = mBallTextureRegion;
this.texture4 = grapeTextureRegion;
this.texture5 = strawberryTextureRegion;
this.mScene = mScene2;
this.pool1 = items;
this.mCamera = camera;
}
// ===========================================================
// Getter & Setter
// ===========================================================
// ===========================================================
// Methods for/from SuperClass/Interfaces
// ===========================================================
@Override
protected Sprite onAllocatePoolItem() {
Random randFruit = new Random();
int textureNumber = randFruit.nextInt(5)+1;
switch(textureNumber){
case 1:
if (fruitOne == null) {
fruitOne = new Sprite(0, 0, this.texture1);
Log.e("FruitPool", "Item rremade");
} else {
fruit = fruitOne;
Log.e("FruitPool", "Item exist in pool..Used");
}
break;
case 2:
if(fruitTwo == null){
fruitTwo = new Sprite(0, 0, this.texture2);
}else{
fruit = fruitTwo;
Log.e("FruitPool", "Item exist in pool..Used");
}
break;
case 3:
if(fruitThree == null){
fruitThree = new Sprite(0, 0, this.texture3);
}else{
fruit = fruitThree;
Log.e("FruitPool", "Item exist in pool..Used");
}
break;
case 4:
if(fruitFour == null){
fruitFour = new Sprite(0, 0, this.texture4);
}else{
fruit = fruitThree;
Log.e("FruitPool", "Item exist in pool..Used");
}
break;
case 5:
if(fruitFive == null){
fruitFive = new Sprite(0, 0, this.texture5);
}else{
fruit = fruitFive;
Log.e("FruitPool", "Item exist in pool..Used");
}
break;
}
return fruit;
}
@Override
protected void onHandleObtainItem(final Sprite pItem) {
pItem.reset();
}
@Override
protected void onHandleRecycleItem(final Sprite pItem) {
pItem.setVisible(false);
pItem.setIgnoreUpdate(true);
}
// ===========================================================
// Methods
// ===========================================================
// ===========================================================
// Inner and Anonymous Classes
// ===========================================================
}
And i call
Sprite sprite = fruitPool.onAllocatePoolItem();
then i attach it to the scene(this method i use is called about every second)
But each time around i get the error that the entity(sprite) already has a parent and has been attached.
Or other times the sprites just return null.
Is there something im doing wrong or missing?
This is because in your
switch(textureNumber)statement you are creating anew Sprite()every time and returning it to the caller. You should be checking if the Sprite has been created before and returning that instance back to the caller.Edit: (Based on comment)
From what I understand, when you
recycle()it just hides the sprite, so you want to get a reference back to it.What you can do is make your sprites static objects as part of your class, then change your switch statement, like so:
Basically this code checks if there is already an instance of the Sprite created, and if not – it will create one.