Java 如何使用LevelLoader方法';忽略';未定义的实体?
我正在使用一种将xml文件加载到游戏中的方法,其级别与此非常类似:Java 如何使用LevelLoader方法';忽略';未定义的实体?,java,android,xml,andengine,Java,Android,Xml,Andengine,我正在使用一种将xml文件加载到游戏中的方法,其级别与此非常类似: private void loadLevel(int levelID) { final SimpleLevelLoader levelLoader = new SimpleLevelLoader(vbom); final FixtureDef FIXTURE_DEF = PhysicsFactory.createFixtureDef(0, 0.01f, 0.5f); levelLoader.registerEntityLoa
private void loadLevel(int levelID)
{
final SimpleLevelLoader levelLoader = new SimpleLevelLoader(vbom);
final FixtureDef FIXTURE_DEF = PhysicsFactory.createFixtureDef(0, 0.01f, 0.5f);
levelLoader.registerEntityLoader(new EntityLoader<SimpleLevelEntityLoaderData>(LevelConstants.TAG_LEVEL)
{
public IEntity onLoadEntity(final String pEntityName, final IEntity pParent, final Attributes pAttributes, final SimpleLevelEntityLoaderData pSimpleLevelEntityLoaderData) throws IOException
{
final int width = SAXUtils.getIntAttributeOrThrow(pAttributes, LevelConstants.TAG_LEVEL_ATTRIBUTE_WIDTH);
final int height = SAXUtils.getIntAttributeOrThrow(pAttributes, LevelConstants.TAG_LEVEL_ATTRIBUTE_HEIGHT);
// TODO later we will specify camera BOUNDS and create invisible walls
// on the beginning and on the end of the level.
return GameScene.this;
}
});
levelLoader.registerEntityLoader(new EntityLoader<SimpleLevelEntityLoaderData>(TAG_ENTITY)
{
public IEntity onLoadEntity(final String pEntityName, final IEntity pParent, final Attributes pAttributes, final SimpleLevelEntityLoaderData pSimpleLevelEntityLoaderData) throws IOException
{
final int x = SAXUtils.getIntAttributeOrThrow(pAttributes, TAG_ENTITY_ATTRIBUTE_X);
final int y = SAXUtils.getIntAttributeOrThrow(pAttributes, TAG_ENTITY_ATTRIBUTE_Y);
final String type = SAXUtils.getAttributeOrThrow(pAttributes, TAG_ENTITY_ATTRIBUTE_TYPE);
final Sprite levelObject;
if (type.equals(TAG_ENTITY_ATTRIBUTE_TYPE_VALUE_PLATFORM1))
{
levelObject = new Sprite(x, y, resourcesManager.platform1_region, vbom);
PhysicsFactory.createBoxBody(physicsWorld, levelObject, BodyType.StaticBody, FIXTURE_DEF).setUserData("platform1");
}
else if (type.equals(TAG_ENTITY_ATTRIBUTE_TYPE_VALUE_PLATFORM2))
{
levelObject = new Sprite(x, y, resourcesManager.platform2_region, vbom);
final Body body = PhysicsFactory.createBoxBody(physicsWorld, levelObject, BodyType.StaticBody, FIXTURE_DEF);
body.setUserData("platform2");
physicsWorld.registerPhysicsConnector(new PhysicsConnector(levelObject, body, true, false));
}
else if (type.equals(TAG_ENTITY_ATTRIBUTE_TYPE_VALUE_PLATFORM3))
{
levelObject = new Sprite(x, y, resourcesManager.platform3_region, vbom);
final Body body = PhysicsFactory.createBoxBody(physicsWorld, levelObject, BodyType.StaticBody, FIXTURE_DEF);
body.setUserData("platform3");
physicsWorld.registerPhysicsConnector(new PhysicsConnector(levelObject, body, true, false));
}
else if (type.equals(TAG_ENTITY_ATTRIBUTE_TYPE_VALUE_COIN))
{
levelObject = new Sprite(x, y, resourcesManager.coin_region, vbom)
{
@Override
protected void onManagedUpdate(float pSecondsElapsed)
{
super.onManagedUpdate(pSecondsElapsed);
/**
* TODO
* we will later check if player collide with this (coin)
* and if it does, we will increase score and hide coin
* it will be completed in next articles (after creating player code)
*/
}
};
levelObject.registerEntityModifier(new LoopEntityModifier(new ScaleModifier(1, 1, 1.3f)));
}
else
{
throw new IllegalArgumentException();
}
levelObject.setCullingEnabled(true);
return levelObject;
}
});
levelLoader.loadLevelFromAsset(activity.getAssets(), "level/" + levelID + ".lvl");
我需要能够在不同的时间从一个级别的文件中加载不同的实体,那么我如何才能以某种方式修改此方法,使其只是“忽略”未定义的实体?我刚刚查看了LevelParser.java方法startElement(),通过创建默认实体加载器,可以绕过在Andengine中引发IllegalArgumentException异常的位置。即
levelLoader.setDefaultEntityLoader( new IEntityLoader()
{
@Override
public void onLoadEntity(String pEntityName, Attributes pAttributes) {
// TODO Auto-generated method stub
Log.w("setDefaultEntityLoader","Unknown Entity");
}
});
然后将调用此默认onLoadEntity(),而不是引发异常。我在GLES 1上测试了它,它工作正常
希望这有帮助。
捕获抛出的IllegalArgumentException
。这是LevelLoader.java
的第127行,在抛出异常的那一行之前,try
捕获的一部分会去哪里。基于stacktrace,即LevelLoader.java
的第127行,它应该放在level loader方法的何处?只要在LevelLoader.loadLevelFromAsset()调用之前,顺序就不是关键的。为XML中的每个对应实体名称调用相关的onLoadEntity接口实例,它们在实际解析XML的方法(loadLevelFromAsset)之前注册的顺序无关紧要。在调用levelLoader.loadLevelFromAsset()作为最后一个注册的加载程序之前,我可能会将其放在这里,这样,如果您注册了很多加载程序,我就可以在代码中更轻松地找到它。
levelLoader.setDefaultEntityLoader( new IEntityLoader()
{
@Override
public void onLoadEntity(String pEntityName, Attributes pAttributes) {
// TODO Auto-generated method stub
Log.w("setDefaultEntityLoader","Unknown Entity");
}
});