Fatal signal 11 (andengine project)

隐身守侯 提交于 2019-12-02 10:10:10

You could still use a TimerTask, you just need to be sure to call anything relating to AndEngine (creating or deleting sprites, etc) on the AndEngine update thread - you can use

runOnUpdateThread(new Runnable() {
@Override
public void run() {
// TODO Auto-generated method stub
// do your stuff in here
}
});

I had the same issue and fixed it by taking the TimerTask out of the equation.

it says touchEvent...maybe you set your density value of your FixtureDef too high.... try to set the density value <=1000 like below:

FixtureDef wallFixtureDef = PhysicsFactory.createFixtureDef(1000, 0.0f, 1.0f);

Body mGoundBody=PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.StaticBody, wallFixtureDef);

hope this information can help you...

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