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Home/ Questions/Q 8224167
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Editorial Team
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Editorial Team
Asked: June 7, 20262026-06-07T14:58:10+00:00 2026-06-07T14:58:10+00:00

When I pass sprite in parameter and initialize that object in method but reference

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When I pass sprite in parameter and initialize that object in method but reference of Object is still null which I passed in method. Here is my Method.

public void createAndLoadSimpleSprite(Sprite sprite ,String name,
        SimpleBaseGameActivity activity, int width, int height) {

    BitmapTextureAtlas atlasForBGSprite = new BitmapTextureAtlas(
            activity.getTextureManager(), width, height);
    TextureRegion backgroundSpriteTextureRegion = BitmapTextureAtlasTextureRegionFactory
            .createFromAsset(atlasForBGSprite, activity, name, 0, 0);
    sprite = new Sprite(0, 0, backgroundSpriteTextureRegion,
            activity.getVertexBufferObjectManager());
    activity.getTextureManager().loadTexture(atlasForBGSprite);

}

and here how I am calling it.

createAndLoadSimpleSprite(defualtCageSprite,"bg.png", this, 450, 444);

but accessing defaultCageSprite still throws a null pointer exception… I am not if sure it’s a AndEngine issue. But Can’t we pass sprites as parameters in AndEngine if no what is the work around??

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-07T14:58:12+00:00Added an answer on June 7, 2026 at 2:58 pm

    You have to change your method to return the sprite object:

    public Sprite createAndLoadSimpleSprite(String name,
        SimpleBaseGameActivity activity, int width, int height) {
    
    BitmapTextureAtlas atlasForBGSprite = new BitmapTextureAtlas(
            activity.getTextureManager(), width, height);
    TextureRegion backgroundSpriteTextureRegion = BitmapTextureAtlasTextureRegionFactory
            .createFromAsset(atlasForBGSprite, activity, name, 0, 0);
    activity.getTextureManager().loadTexture(atlasForBGSprite);
    
    Sprite sprite = new Sprite(0, 0, backgroundSpriteTextureRegion,
            activity.getVertexBufferObjectManager());
    
    return sprite;
    
    }
    

    Now you can call:

    defualtCageSprite = createAndLoadSimpleSprite("bg.png", this, 450, 444);
    

    Do not forget to attach your sprite to the scene.

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