Reputation: 3539
I have to work in processing for my school project. So I load in pictures in an array and then in a new class I have another array and I put the pictures in that array every time I create that class. Everytime I create that class I put the images on a different location and that works fine but as soon as I try to adjust the scale of those images it adjusts the scale for the images in the other classes as well. I assume that it changes the scale of all those images because it changes the scale of the images in my first array and I dont create a new one. Is there a way to work around this? This is my code. This is where I load my images:
class ItemLoader
{
PImage[] itemArray;
ArrayList itemCollection;
String itemType;
int amountOfFrames;
int amountOfItems = 1;
ItemLoader()
{
itemCollection = new ArrayList();
LoadImage();
}
void LoadImage()
{
for(int ii = 0; ii < amountOfItems; ii++)
{
AssignItemType(ii);
itemArray = new PImage[amountOfFrames];
for(int i = 0; i < amountOfFrames; i ++)
{
String filenaam = itemType + nf(i, 5) + ".png";
itemArray[i] = loadImage(filenaam);
}
itemCollection.add(itemArray);
}
}
void AssignItemType(int itemNumber)
{
switch(itemNumber)
{
case 0: itemType = "Leaves"; amountOfFrames = 21;
break;
case 1: itemType = "Apple";
break;
case 2: itemType = "Bannana";
break;
case 3: itemType = "Pear";
break;
case 4: itemType = "Cherry";
break;
case 5: itemType = "Owl";
break;
case 6: itemType = "Bird";
break;
}
}
}
Then this is when I create an instance of the class:
itemList.add(new ItemSpawn(randomX,randomY,0, strokeThickness,itemLoader.itemCollection));
And this is where I loop trough the array to animate the images:
class ItemSpawn
{
PImage[] animationFrames;
PImage lastFrame;
float frameCounter;
int x_loc;
int y_loc;
float ImageScale = 0;
int ImageRotation = 0;
ItemSpawn(int x_loc_par, int y_loc_par, int _itemType, float _strokeSize, ArrayList _tempArray)
{
animationFrames = (PImage[]) _tempArray.get(_itemType);
x_loc = x_loc_par;
y_loc = y_loc_par;
ApplyScaleRotation();
}
void ApplyScaleRotation()
{
ImageScale = 0.5;
ImageRotation = int(random(0,360));
for(int i = 0; i < animationFrames.length; i++)
{
animationFrames[i].resize(int(animationFrames[i].width * ImageScale), int(animationFrames[i].height * ImageScale));
}
}
void LoopAnimation()
{
int convertCount = int(round(frameCounter));
if(convertCount < animationFrames.length - 1)
{
image(animationFrames[convertCount],x_loc - (animationFrames[convertCount].width/2) ,y_loc - (animationFrames[convertCount].height/2));
frameCounter += 0.4;
}else
{
image(animationFrames[animationFrames.length - 1],x_loc - (animationFrames[convertCount].width/2),y_loc - (animationFrames[convertCount].height/2));
}
}
}
Upvotes: 1
Views: 67
Reputation: 4024
In your code each object of class ItemSpawn uses the same PImage[]
array. When you change image in one of ItemSpawn
instance - all other instances see this change.
Each ItemSpawn
object shoud have private copy of image - then it can modify image safely.
Consider such simplified class:
class X {
int[] array;
X(int[] array) {
this.array = array;
}
void modify() {
array[0] = 99;
}
}
We can create 2 different objects (x1 and x2) of this class using the same array:
int[] values = {1,2,3,4};
X x1 = new X(values);
X x2 = new X(values);
And next x1
modifies array:
x1.modify();
println(x1.array[0]); // output: 99
println(x2.array[0]); // output: 99
The solution is to create deep copy of PImage[]
array for each object of ItemSpawn
class:
ItemSpawn(int x_loc_par, int y_loc_par, int _itemType, float _strokeSize, ArrayList _tempArray)
{
// old:
// animationFrames = (PImage[]) _tempArray.get(_itemType);
// new:
PImage[] images = _tempArray.get(_itemType);
animationFrames = new PImage[images.length]; // create new array with the same length
// copy all images
for (int i = 0; i < images.length; i++) {
PImage img = images[i];
animationFrames[i] = img.get(); // returns copy of this image
}
...
}
Upvotes: 2