【发布时间】:2015-07-02 10:11:12
【问题描述】:
我有一个问题,我认为它与屏幕渲染及其生命周期有关。 基本上我有两个屏幕(菜单和游戏)。在 GameScreen 渲染方法中,我调用 World.update,然后调用我的渲染。在(GameScreen 的)隐藏方法中,我从 Redner 类中处理了 SpriteBatch。
因此,当我将屏幕从游戏更改为菜单(在 World.update 中)时,Java 崩溃了。据我所知,处置正在导致崩溃。 所以我的问题是,当我在渲染周期的中间设置一个新屏幕时,渲染周期是否仍会以旧屏幕结束?意思是,我是否在渲染完成之前调用了 batch.dispose,这就是我遇到问题的原因?
感谢大家的帮助
public class GameScreen extends AbstractGameScreen {
private static final String TAG = GameScreen.class.getName();
private WorldController worldController;
private WorldRenderer worldRenderer;
private boolean paused;
public GameScreen(Game game) {
super(game);
}
@Override
public void render(float deltaTime) {
// Do not update game world when paused
if (!paused) {
// Update game world by the time that has passed since last render time
worldController.update(deltaTime);
}
// Sets the clear screen color to: Cornflower Blue
Gdx.gl.glClearColor(0x64 / 255.0f, 0x95 / 255.0f, 0xed / 255.0f, 0xff / 255.0f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
// Render game world to screen
worldRenderer.render();
}
@Override
public void resize(int width, int height) {
worldRenderer.resize(width, height);
}
@Override
public void show() { // Similar as create method
worldController = new WorldController(game);
worldRenderer = new WorldRenderer(worldController);
Gdx.input.setCatchBackKey(true);
}
@Override
public void hide() { // Similar to dispose method
worldRenderer.dispose();
Gdx.input.setCatchBackKey(false);
}
@Override
public void pause() {
paused = true;
}
@Override
public void resume() {
super.resume();
// Only called on Android
paused = false;
}
}
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