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I added some code using java.util.Timer to execute my spawnMonster function every 100ms. It worked, until I tried instantiating images in it -- since it doesn't run on the libGDX core thread, there's no OpenGL context, so it can't do stuff with images.

I figured using the libGDX Timer class, which the javadocs say runs on the core thread, would solve this problem; but unfortunately, the timer code just doesn't execute.

I tried:

- new Timer().scheduleTask(task, 0, 100) - new Timer().scheduleTask(task, 0, 100, 99999) - Timer.schedule(task, 0, 100) - Timer.schedule(task, 0, 999999) - Timer.start() - t = new Timer(); t.scheduleTask(...); t.start();

task appears to execute once, and only once; it never executes again. (It prints a date-time diff from a target time, so I can tell it's not running.)

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  • \$\begingroup\$ Based on this libGDX test, new Timer(task, 1, 1) seems to work, but I wonder about the performance of this. \$\endgroup\$ Commented Aug 3, 2014 at 1:12
  • \$\begingroup\$ Test #2: new Timer(task, 0, 1) also works, with the same caveats. \$\endgroup\$ Commented Aug 3, 2014 at 1:19

1 Answer 1

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The scheduleTask function's source suggests that it expects the input in terms of seconds instead of milliseconds.

public void scheduleTask (Task task, float delaySeconds, float intervalSeconds, int repeatCount) { if (task.repeatCount != CANCELLED) throw new IllegalArgumentException("The same task may not be scheduled twice."); task.executeTimeMillis = TimeUtils.nanoTime() / 1000000 + (long)(delaySeconds * 1000); task.intervalMillis = (long)(intervalSeconds * 1000); task.repeatCount = repeatCount; synchronized (tasks) { tasks.add(task); } wake(); } 

The function converts intervalSeconds to milliseconds and sets the task's interval time to this value.

Therefore to have it execute every 100 ms, you should input 0.1 instead of 100.

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