I'm developing a game where the user creates sprites with every touch. I then have a thread run to check to see if those sprites collide with any others. The problem is, if I tap too quickly, I cause a null pointer exception error. I believe it's because I'm tapping faster than my thread is running. This is the thread I have:
public class grow implements Runnable{
public grow(Sprite sprite){
}
@Override
public void run() {
float radf, rads; //fill radius/stationary radius
float fx=0, fy=0, sx, sy;
while(down){
if(spriteC[spriteNum].active){
spriteC[spriteNum].sprite.setScale(spriteC[spriteNum].scale += 0.001);
if(spriteC[spriteNum].sprite.collidesWith(ground)||spriteC[spriteNum].sprite.collidesWith(roof)||
spriteC[spriteNum].sprite.collidesWith(left)||spriteC[spriteNum].sprite.collidesWith(right)){
down = false;
spriteC[spriteNum].active=false;
yourScene.unregisterTouchArea(spriteC[spriteNum].sprite);
}
fx = spriteC[spriteNum].sprite.getX();
fy = spriteC[spriteNum].sprite.getY();
radf=spriteC[spriteNum].sprite.getHeightScaled()/2;
Log.e("F"+Float.toString(fx),Float.toString(fy));
if(spriteNum>0)
for(int x=0;x<spriteNum;x++){
rads=spriteC[x].sprite.getHeightScaled()/2;
sx = spriteC[x].body.getWorldCenter().x * 32;
sy = spriteC[x].body.getWorldCenter().y * 32;
Log.e("S"+Float.toString(sx),Float.toString(sy));
Log.e(Float.toString((float) Math.sqrt(Math.pow((fx-sx),2)+Math.pow((fy-sy),2))),Float.toString((radf+rads)));
if(Math.sqrt(Math.pow((fx-sx),2)+Math.pow((fy-sy),2))<(radf+rads)){
down = false;
spriteC[spriteNum].active=false;
yourScene.unregisterTouchArea(spriteC[spriteNum].sprite);
Log.e("Collided",Boolean.toString(down));
}
}
}
}
spriteC[spriteNum].body = PhysicsFactory.createCircleBody(mPhysicsWorld, spriteC[spriteNum].sprite, BodyType.DynamicBody, FIXTURE_DEF);
mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(spriteC[spriteNum].sprite, spriteC[spriteNum].body, true, true));
}
}
Better solution anyone? I know there is something to do with a handler, but I don't exactly know what that is or how to use one.