Reputation: 502
I have an array of obstacles (Array
of Vector2
objects) which move from the right side of the screen to the left so in every call of render()
function I decrement their x-positions by 400*deltaTime
value and then I am drawing them using SpriteBatch
. The problem is when they are moving left sometimes some obstacle lags so it looks like it moves to the right for a while or it stops and I don't know why. So they are moving left and some obstacle stops for a while then they are moving correctly again and then another obstacle lags for a while and this continues. In the same time there are approximatelly 4 obstacles on the screen and I recycle obstacles which aren't visible anymore. Can somebody explain me why this is happening? I noticed this "bug" in the libGDX example Thrust Copter too (which you can find in the book LibGDX Game Development Essentials - I wrote a topic for this problem too: LibGDX example game Thrust Copter lags). Thanks for any reply! :)
public class TapToJumpGame extends ApplicationAdapter {
SpriteBatch batch;
Texture obstacle;
OrthographicCamera camera;
Array<Vector2> obstacles;
Array<Vector2> usedObstacles;
double obsTime;
Vector2 lastObstacle;
@Override
public void create () {
batch = new SpriteBatch();
usedObstacles = new Array<Vector2>();
obstacle = new Texture("obstacle.png");
camera = new OrthographicCamera();
camera.setToOrtho(false, 800, 480);
resetGame();
}
private void addObstacle()
{
if(lastObstacle != null) if((810 - (lastObstacle.x + obstacle.getWidth())) < 200) return;
Vector2 obs;
if(usedObstacles.size > 0) obs = usedObstacles.pop();
else obs = new Vector2();
obs.set(810, 10);
obstacles.add(obs);
lastObstacle = obs;
}
@Override
public void render () {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
updateScene();
drawScene();
}
private void resetGame() {
obstacles = new Array<Vector2>();
obsTime = 1;
lastObstacle = null;
}
private void drawScene() {
camera.update();
batch.setProjectionMatrix(camera.combined);
batch.begin();
for(Vector2 obs:obstacles)
{
batch.draw(obstacle, obs.x, obs.y);
}
batch.end();
}
private void updateScene() {
float deltaTime = Gdx.graphics.getDeltaTime();
obsTime -= deltaTime;
if(obsTime < 0)
{
obsTime = MathUtils.random()*1+.5;
addObstacle();
}
for(Vector2 obs:obstacles)
{
obs.x -= 400*deltaTime;
if(obs.x + obstacle.getWidth() < -10) {
usedObstacles.add(obs);
obstacles.removeValue(obs, true);
}
}
}
}
Upvotes: 0
Views: 1822
Reputation: 1593
Looks like those lag spikes appear sometime when removing a object from an Array which is currently iterated through.
Store what you want to remove somewhere and remove it after iteration like this:
for (int i = 0; i < obstacles.size; i++) {
Vector2 obs = obstacles.get(i);
obs.x -= 400 * deltaTime;
if (obs.x + obstacle.getWidth() < 250) {
usedObstacles.add(obs);
obstaclesToRemove.add(obs);
}
}
for (int i = 0; i < obstaclesToRemove.size; i++) {
obstacles.removeValue(obstaclesToRemove.get(i), true);
}
obstaclesToRemove.clear();
Upvotes: 2