我正在開發使用Andengine GLES2錨中心分支的動態壁紙,基於開發Cookbook.Wallpaper在中端到高端設備上工作正常,但在低端設備上顯示問題。我已經在三星galaxy ace,Micromax Funbook平板電腦和問題發生器Samsung galaxy Y上進行了測試。問題僅在Samsung galaxy Y上發現,是我擁有的唯一低端設備。Andengine動態壁紙:在低端設備上鬆動紋理
問題
有時解鎖屏幕,當我失去了所有精靈的紋理,或返回主頁某些時候,是不是在可預見的方式產生錯誤時,有時它不會引起任何問題可言,但是,即使在我的預覽模式下進行工作時,我也必須強制關閉應用程序並再次啓動應用程序。
這些都是我的動態壁紙的細節, 壁紙有一個背景精靈,主圖像精靈,二BatchedSpriteParticleSystem一些初始化和改性劑 我有資產一sepretae文件夾中低端設備(320 * 480),其中在這種情況下,我保留小圖像並將所有圖像加載到單個紋理圖集,其他方式我使用兩個紋理圖集一個用於背景圖像,另一個用於我的主圖像和兩個粒子圖像。我使用資源管理器calss andengine食譜加載紋理
請幫我解決這個問題,我不知道哪裏我錯了這個 這裏是我的代碼...
下面LiveWallpaperExtensionService給出個
LiveWallpaperExtensionService
@TargetApi(13)
public class LiveWallpaperExtensionService extends BaseLiveWallpaperService {
public Sprite bg_Sprite;
public Sprite main_image_sprite;
public SpriteBackground background;
public BatchedSpriteParticleSystem beamParticleSystem;
public BatchedSpriteParticleSystem starParticleSystem;
private Camera mCamera;
private Scene mScene;
@Override
public org.andengine.engine.Engine onCreateEngine(
final EngineOptions pEngineOptions) {
return new FixedStepEngine(pEngineOptions, 50);
}
public EngineOptions onCreateEngineOptions() {
Display display = ((WindowManager) getSystemService(WINDOW_SERVICE))
.getDefaultDisplay();
Utils.setGlobalWidthandHeight(Utils.getDisplaySize(display));
mCamera = new Camera(0, 0, Global.Width, Global.Height);
EngineOptions engineOptions = new EngineOptions(true,
ScreenOrientation.PORTRAIT_SENSOR, new FillResolutionPolicy(),
mCamera);
engineOptions.getRenderOptions().setDithering(true);
return engineOptions;
}
public void onCreateResources(
OnCreateResourcesCallback pOnCreateResourcesCallback) {
System.out.println("On create resourses");
ResourceManager.getInstance().loadBlueTextures(mEngine, this);
pOnCreateResourcesCallback.onCreateResourcesFinished();
}
public void onCreateScene(OnCreateSceneCallback pOnCreateSceneCallback) {
System.out.println("On create scene");
mScene = new Scene();
pOnCreateSceneCallback.onCreateSceneFinished(mScene);
}
public void onPopulateScene(Scene arg0,
OnPopulateSceneCallback pOnPopulateSceneCallback) {
System.out.println("on populate ");
final float positionX = Global.Width * 0.5f;
final float positionY = Global.Height * 0.5f;
bg_Sprite = new Sprite(positionX, positionY,
ResourceManager.getInstance().mBackgroundTextureRegion,
this.getVertexBufferObjectManager());
main_image_sprite = new Sprite(positionX, positionY,
ResourceManager.getInstance().mJesusTextureRegion,
this.getVertexBufferObjectManager());
/*
* Define the center point of the particle system spawn location
*/
final int bparticleSpawnCenterX = (int) (Global.Width * 0.5f);
final int bparticleSpawnCenterY = (int) ((Global.Height * 0.5f) + ((Global.Height * 0.5f)) * 0.5f) - 25;
/* Define the radius of the circle for the particle emitter */
final float particleEmitterRadius = 50;
/* Create the particle emitter */
CircleOutlineParticleEmitter bparticleEmitter = new CircleOutlineParticleEmitter(
bparticleSpawnCenterX, bparticleSpawnCenterY,
particleEmitterRadius);
beamParticleSystem = new BatchedSpriteParticleSystem(bparticleEmitter,
10, 15, 50, ResourceManager.getInstance().mBeamTextureRegion,
mEngine.getVertexBufferObjectManager());
beamParticleSystem
.addParticleInitializer(new ExpireParticleInitializer<UncoloredSprite>(
3));
beamParticleSystem
.addParticleInitializer(new AccelerationParticleInitializer<UncoloredSprite>(
-150, 150, -150, 150));
RectangleParticleEmitter particleEmitter = new RectangleParticleEmitter(
((int) (Global.Width * 0.5f)), ((int) (Global.Height * 0.5f)),
Global.Width, Global.Height);
// Create a batched particle system for efficiency
starParticleSystem = new BatchedSpriteParticleSystem(particleEmitter,
1, 2, 20, ResourceManager.getInstance().mStarTextureRegion,
mEngine.getVertexBufferObjectManager());
/* Add an acceleration initializer to the particle system */
starParticleSystem
.addParticleInitializer(new ExpireParticleInitializer<UncoloredSprite>(
10));
starParticleSystem
.addParticleInitializer(new RotationParticleInitializer<UncoloredSprite>(
0, 160));
/* Define min/max values for the particle's scale */
starParticleSystem
.addParticleInitializer(new ScaleParticleInitializer<UncoloredSprite>(
0.3f, 1.5f));
/* Define the alpha modifier's properties */
starParticleSystem
.addParticleModifier(new AlphaParticleModifier<UncoloredSprite>(
0, 2, 0, 1));
/* Define the rotation modifier's properties */
starParticleSystem
.addParticleModifier(new RotationParticleModifier<UncoloredSprite>(
1, 9, 0, 180));
// Add alpha ('fade out') modifier
starParticleSystem
.addParticleModifier(new AlphaParticleModifier<UncoloredSprite>(
8, 10, 1, 0));
/*
* Create the SpriteBackground object, specifying the color values &
* Sprite object to display
*/
final float red = 0.7f;
final float green = 0.78f;
final float blue = 0.85f;
final float alpha = 1;
background = new SpriteBackground(red, green, blue, bg_Sprite);
mScene.setBackground(background);
mScene.setBackgroundEnabled(true);
// Attach our particle system to the scene
mScene.attachChild(starParticleSystem);
mScene.attachChild(beamParticleSystem);
mScene.attachChild(main_image_sprite);
bg_Sprite.setIgnoreUpdate(true);
main_image_sprite.setIgnoreUpdate(true);
pOnPopulateSceneCallback.onPopulateSceneFinished();
}
@Override
protected synchronized void onPause() {
System.out.println("On paused");
super.onPause();
if (starParticleSystem != null) {
starParticleSystem.setParticlesSpawnEnabled(false);
}
if (beamParticleSystem != null) {
beamParticleSystem.setParticlesSpawnEnabled(false);
}
}
@Override
protected synchronized void onResume() {
System.out.println("On resume");
super.onResume();
if (starParticleSystem != null) {
starParticleSystem.setParticlesSpawnEnabled(true);
}
if (beamParticleSystem != null) {
beamParticleSystem.setParticlesSpawnEnabled(true);
}
}
}
}
請幫我理清這個問題,我歡迎所有的想法建議,任何事情你的任何想法來解決這個問題....
謝謝先生,我也想過了,主席先生,我想知道什麼是阻止所有低端設備的最佳方式,同時支持具有小屏幕尺寸(320 * 480)設備的中端和高端設備。或者是否有任何可用的低端設備列表,因此我們可以直接阻止它們在商店 –
嘗試定義您的支持屏幕,我編輯了我的答案,包括 – Jimmar
謝謝,詳情.. –