所以我想用pushscene/popscene做一个levelup屏幕。当它是一个空白的场景时,pushscene就起作用,但当它是我想要的场景时不会。我的场景/图层会完全加载所有图像和文字,以显示其确切正确的内容。加载完所有图像后,会出现一个EXC BAD ACCESS,它似乎并未链接到正在发送的任何特定消息。任何帮助或进一步的诊断测试,将不胜感激。EXC BAD ACCESS使用Cocos2d pushscene,适用于空白场景
我有一个版本,我注释了小精灵和标签,它仍然崩溃。有什么大的我失踪了?
编辑:我已经添加了[self = [super init]]
和[super onEnter]
方法,但仍然是同样的问题。这是别的。有任何想法吗?
EDITEDIT:我认为这与我正在使用的optionsArray有关,不知道需要保留哪些对象。该阵列是一个CCArray并包含不同容量
#import "LevelupLayer.h"
#import "GameManager.h"
@implementation LevelupLayer
@synthesize optionsArray,spritesArray;
@synthesize confirmLabel;
@synthesize counter;
+(id) scene {
CCScene *scene = [CCScene node];
CCLayer* layer = [LevelupLayer node];
[scene addChild:layer];
return scene;
}
-(void)onEnter
{
counter = 1; // for debugging
//Detemine what levelups are possible
GameManager* gm = [GameManager sharedManager]; //GameManager is a helper that oversees communication between layers and plists
optionsArray = [gm possibleLevelups]; //Access plist and formats data into expected format
[optionsArray retain];
int numPossibilities = [optionsArray count];
//Build Levelup layer based on possible options
CGSize size = [[CCDirector sharedDirector] winSize];
//float positionIncrement = (size.width/numPossibilities) - ((size.width/numPossibilities) * 0.5);
float positionIncrement = (size.width/numPossibilities);
float stripWidth = size.width/numPossibilities;
for (int i = 0; i < numPossibilities; i++) {
int slot = i+1;
NSDictionary* optionDict = [optionsArray objectAtIndex:i];
NSString* name = [optionDict objectForKey:@"name"];
NSString* title = [optionDict objectForKey:@"title"];
NSString* description = [optionDict objectForKey:@"description"];
// Add the sprite
CCSprite* optionSpite = [CCSprite spriteWithSpriteFrameName:[NSString stringWithFormat:@"%@.png",name]];
[self addChild:optionSpite];
[spritesArray addObject: optionSpite];
optionSpite.position = CGPointMake(slot * positionIncrement, size.height*0.60);
[optionSpite setAnchorPoint:CGPointMake(0.5f, 0.5f)];
// Add the description
CCLabelBMFont *optionDescription = [CCLabelBMFont labelWithString:description fntFile:@"bodyFont.fnt" width:stripWidth alignment:kCCTextAlignmentCenter];
[self addChild:optionDescription];
optionDescription.position = CGPointMake(slot * positionIncrement, size.height*0.30);
[optionDescription setAnchorPoint:CGPointMake(0.5f, 0.5f)];
// Add the title
CCLabelBMFont *optionTitle = [CCLabelBMFont labelWithString:title fntFile:@"titleFont.fnt" width:stripWidth alignment:kCCTextAlignmentCenter];
[self addChild:optionTitle];
optionTitle.position = CGPointMake(slot * positionIncrement, size.height*0.90);
[optionTitle setAnchorPoint:CGPointMake(0.5f, 0.5f)];
}
[self scheduleUpdate]; //Update only prints counter to see how many frames it lasts
}
-(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
return YES;
}
-(void) update:(ccTime)delta
{
CCLOG(@"counter: %d",counter);
counter++;
}
-(void) onExit
{
[optionsArray release];
}
@end
`
噢,我的天啊......我简直不敢相信我忘了那个。让我旋转一下,但看起来像我的问题。谢谢你的新眼睛 – Pinwheeler
不幸的是,即使改变了这个问题仍然存在。任何其他想法? – Pinwheeler
唯一的另一个想法是在init方法中移动整个代码。也许在转换时没有时间做所有这些,因此init是一个更安全的解决方案。还可以使僵尸对象查看它崩溃的位置,以及它是否与您提到的数组有关。 – skytz