Hi !
Featured games (88)
games approved by the League of Dukes
Games in Showcase (679)
Games in Android Showcase (194)
games submitted by our members
Games in WIP (731)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Behavior threads not turning off correctly?  (Read 1034 times)
0 Members and 1 Guest are viewing this topic.
Offline DAT64X

Senior Newbie

Java games rock!

« Posted 2003-04-30 03:15:37 »

I'm using a bunch of behaviors, but I find that when I iterate through a large list of objects, each with a behavior attached to it, and say b.setEnable(false) for each one, I find that not all of them turn off.  I made a test button that iterates through the list, and even after 3 or 4 presses, not all of them sometimes turn off.

Has anyone ever had this issue before?  Is there a better way to turn off a behavior in such a way that you can still easily turn it back on at a later point?

Offline Breakfast

Senior Devvie

for great justice!

« Reply #1 - Posted 2003-04-30 10:30:33 »

How are you calling that method? Is it possible that some of your behaviours are currently running and can't be disabled until they have stopped or something like that?

If you are writing your own behaviours you could just write a method that changes the wakeupCriterion to an explicit call from elsewhere. You could even possibly make it static so a single call could replace all the wakeupcriteria (I suspect this won't work for some reason- I'm thinking this up as I go along but it would be way handy if it did work...)
Offline bmyers

Junior Devvie

« Reply #2 - Posted 2003-04-30 16:43:58 »

I think the preferred way to turn off a Behavior is to
use the WakeupCriteria, not to use setEnable(false),
if the behavior has already been activated.

You can have the WakeupCriteria be an AWTEvent, such as a mouse or key event, and then do a "soft" disable in the Behavior itself.

Note: A Behavior that has WakeupOnElapsedFrames(0) will wake up every frame.  

Also, the Bounds of the Behavior will determine if it is a candidate for activation, so you could try changing the bounds dynamically if the other approach(es) don't work.

On a side note, I have had some weirdness with WakeupCriterionAnd and WakeupCriterionOr if I set them after the behavior has already activated.  If I do it before the behavior activates then it is fine, however...  Tongue

Pages: [1]
  ignore  |  Print  
You cannot reply to this message, because it is very, very old.

Mac70 (30 views)
2016-05-24 21:16:33

theagentd (41 views)
2016-05-14 18:38:35

theagentd (73 views)
2016-05-10 22:37:41

theagentd (79 views)
2016-05-10 22:33:46

IanParcs (110 views)
2016-04-18 14:18:53

KaiHH (101 views)
2016-04-18 08:35:41

KaiHH (129 views)
2016-04-15 12:43:58

theagentd (133 views)
2016-04-14 02:16:17

theagentd (156 views)
2016-04-14 02:15:43

IanParcs (251 views)
2016-04-12 03:51:16
FPS Camera Tutorial
by Hydroque
2016-05-22 05:40:58

Website offering 3D Models specifically for games for free
by vusman
2016-05-18 17:23:09

Website offering 3D Models specifically for games for free
by vusman
2016-05-09 08:50:56

Website offering 3D Models specifically for games for free
by vusman
2016-05-06 11:10:21

Website offering 3D Models specifically for games for free
by vusman
2016-04-29 12:56:17

List of Learning Resources
by SilverTiger
2016-02-05 09:39:47

List of Learning Resources
by SilverTiger
2016-02-05 09:38:38

List of Learning Resources
by SilverTiger
2016-02-05 09:35:50 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!