android game performance regarding timers
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by
iQue
on Game Development
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Published on 2012-08-30T15:30:22Z
Indexed on
2012/08/30
15:50 UTC
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Im new to the game-dev world and I have a tendancy to over-simplify my code, and sometimes this costs me alot fo memory.
Im using a custom TimerTask that looks like this:
public class Task extends TimerTask {
private MainGamePanel panel;
public Task(MainGamePanel panel) {
this.panel=panel;
}
/**
* When the timer executes, this code is run.
*/
public void run() {
panel.createEnemies();
}
}
this task calls this method from my view:
public void createEnemies() {
Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.female);
if(enemyCounter < 24){
enemies.add(new Enemy(bmp, this));
}
enemyCounter++;
}
Since I call this in the onCreate-method instead of in my views contructor (because My enemies need to get width and height of view). Im wondering if this will work when I have multiple levels in game (start a new intent). And if this kind of timer really is the best way to add a delay between the spawning-time of my enemies performance-wise.
adding code for my timer if any1 came here cus they dont understand timers:
private Timer timer1 = new Timer();
private long delay1 = 5*1000; // 5 sec delay
public void surfaceCreated(SurfaceHolder holder) {
timer1.schedule(new Task(this), 0, delay1); //I call my timer and add the delay
thread.setRunning(true);
thread.start();
}
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