I am developing a game in AndEngine for Android. In my game, I have to create different types of Tiles (AnimatedSprite) after every second. I have done that. But I am feeling jerks and lags in my game. I think it is due to the allocation and de-allocation of objects frequently. So I want to implement Object Pool pattern in my game. My current code for creating Tile:
public class TileFactory implements EntityFactory {
private static TileFactory tileFactory;
@Override
public AnimatedEntity createEntity(PlayLevelActivity mGameWorld, ResourceType type) {
// TODO Auto-generated method stub
ITiledTextureRegion textureRegion = ResourceManager.getTextureRegion(mGameWorld, type);;
switch (type) {
case STATIC_TILE:
return new StaticTile(mGameWorld, 0, 0, textureRegion.getWidth(), textureRegion.getHeight(),
BodyType.StaticBody, textureRegion, mGameWorld.getVertexBufferObjectManager());
case DYNAMIC_TILE :
return new DynamicTile(mGameWorld, 0, 0, textureRegion.getWidth(), textureRegion.getHeight(),
BodyType.StaticBody, textureRegion, mGameWorld.getVertexBufferObjectManager());
case DANGER_TILE:
return new DangerTile(mGameWorld, 0, 0, textureRegion.getWidth(), textureRegion.getHeight(),
BodyType.StaticBody, textureRegion, mGameWorld.getVertexBufferObjectManager());
case FIRE_TILE:
return new FireTile(mGameWorld, 0, 0, textureRegion.getWidth(), textureRegion.getHeight(),
BodyType.StaticBody, textureRegion, mGameWorld.getVertexBufferObjectManager());
case HIGH_JUMP_TILE:
return new HighJumpTile(mGameWorld, 0, 0, textureRegion.getWidth(), textureRegion.getHeight(),
BodyType.StaticBody, textureRegion, mGameWorld.getVertexBufferObjectManager());
case RISK_TILE:
return new RiskyTile(mGameWorld, 0, 0, textureRegion.getWidth(), textureRegion.getHeight(),
BodyType.StaticBody, textureRegion, mGameWorld.getVertexBufferObjectManager());
default :
return null;
}
}
public static TileFactory getIntance() {
if(tileFactory == null) {
tileFactory = new TileFactory();
}
return tileFactory;
}
}
I have seen some examples of using ObjectPool in AndEngine but they work for only a single type of entity. I have several types of Entities to create. Any guideline how to convert my current scenario to ObjecPool one?
StaticTilePool class:
public class StaticTilePool extends GenericPool<StaticTile> {
PlayLevelActivity mGameWorld;
ITiledTextureRegion textureRegion;
public StaticTilePool(PlayLevelActivity mGameWorld) {
this.mGameWorld = mGameWorld;
textureRegion = ResourceManager.getTextureRegion(mGameWorld, ResourceType.STATIC_TILE);
}
/**
* Called when a Tile is required but there isn't one in the pool
*/
@Override
protected StaticTile onAllocatePoolItem() {
Log.d("count:", "count: " + getAvailableItemCount() + " , maximum count: " + getAvailableItemCountMaximum() + " , unrecycled count: " + getUnrecycledItemCount());
return new StaticTile(mGameWorld, -100, -100, textureRegion.getWidth(), textureRegion.getHeight(),
BodyType.StaticBody, textureRegion, mGameWorld.getVertexBufferObjectManager());
}
/**
* Called just before a Tile is returned to the caller, this is where you write your initialize code
* i.e. set location, rotation, etc.
*/
@Override
protected void onHandleObtainItem(final StaticTile pItem) {
pItem.reset();
pItem.mBody.setAwake(false);
}
/**
* Called when a Tile is sent to the pool
*/
@Override
protected void onHandleRecycleItem(final StaticTile pItem) {
Log.d("onHandle recycle", "onhandle recycle oitem");
pItem.mBody.setAwake(true);
pItem.setVisible(false);
pItem.setIgnoreUpdate(true);
}
}