如何解决当删除spacemanager-cocos2d中的形状时,程序崩溃
|| 我在我的游戏中使用带有花栗鼠物理学的spacemanager。 我想做的是将球击中支柱并使球消失。我在不同的位置重新创建球,以便用户可以击中另一个支柱。我将球的形状和球的精灵作为成员变量。 这是用于创建球,柱形等的代码。 ball = [smgr addCircleAt:cpv(1000,10) mass:0.5 radius:35];
ball->collision_type = kBallCollisionType;
ballSprite = [cpCCSprite spriteWithShape:ball file:@\"head.png\"];
//[ballSprite autoFreeShape];
[self addChild:ballSprite];
ballSprite.spaceManager = smgr;
//ballSprite.ignoreRotation = NO;
cpshape *dome = [smgr addRectAt:cpv(400,500) mass:1 width:400 height:100 rotation:0];
dome->collision_type = kRectCollisionType;
cpCCSprite *dome1 = [cpCCSprite spriteWithShape:dome file:@\"001.png\"];
[self addChild:dome1];
dome1.spaceManager = smgr;
cpshape *pillarone = [smgr addRectAt:cpv(300,300) mass:1 width:45 height:194 rotation:0];
pillarone->collision_type = kRectCollisionType;
cpCCSprite *pillar1 = [cpCCSprite spriteWithShape:pillarone file:@\"004.png\"];
[self addChild:pillar1];
pillar1.spaceManager = smgr;
cpshape *pillartwo = [smgr addRectAt:cpv(500,300) mass:1 width:45 height:194 rotation:0];
pillartwo->collision_type = kRectCollisionType;
cpCCSprite *pillar2 = [cpCCSprite spriteWithShape:pillartwo file:@\"004.png\"];
[self addChild:pillar2];
pillar2.spaceManager = smgr;
cpshape *staticground = [smgr addRectAt:cpv(510,25) mass:1 width:0 height:0 rotation:0];
cpCCSprite *staticground1 = [cpCCSprite spriteWithShape:staticground file:@\"grass1-1024.png\"];
[self addChild:staticground1 z:1 tag:0];
[smgr addCollisionCallbackBetweenType:kRectCollisionType
otherType:kBallCollisionType
target:self
selector:@selector(handleCollisionWithFragmentingRect:arbiter:space:)];
这是处理冲突的代码。
- (void) handleCollisionWithFragmentingRect:(CollisionMoment)moment arbiter:(cpArbiter*)arb space:(cpspace*)space{
if (moment == COLLISION_POSTSOLVE)
{
[self removeChild:ball->data cleanup:YES];
[smgr removeAndFreeShape:ball];
ball = [smgr addCircleAt:cpv(1000,10) mass:0.5 radius:35];
ball->collision_type = kBallCollisionType;
ballSprite = [cpCCSprite spriteWithShape:ball file:@\"head.png\"];
[self addChild:ballSprite];
ballSprite.spaceManager = smgr;
}
}
当第一个球击中支柱时,它会消失。但是对于第二个球,有时是第三个球,我挑起并击中了支柱,但由于以下错误而崩溃。
Chipmunk warning: Cannot remove a constraint that was not added to the space. (Removed twice maybe?)
Failed condition: cpArrayContains(space->constraints,constraint)
我不确定我哪里出错了,任何人都可以帮忙。
谢谢。
解决方法
我认为您需要将要删除的球添加到“垃圾”数组中,而不要在handleCollisionWithFragmentingRect函数上删除它。对于所有安全措施,请包括
- (void) update : (ccTime) dt
{
for (cpShape *shape in _garbage)
{
// Remove shape
[self removeChild:shape->data cleanup:YES];
[smgr removeAndFreeShape:shape];
// Add new ball
ball = [smgr addCircleAt:cpv(1000,10) mass:0.5 radius:35];
ball->collision_type = kBallCollisionType;
ballSprite = [cpCCSprite spriteWithShape:ball file:@\"head.png\"];
[self addChild:ballSprite];
ballSprite.spaceManager = smgr;
}
...
}
然后您将handle函数更改为:
- (void) handleCollisionWithFragmentingRect:(CollisionMoment)moment arbiter:(cpArbiter*)arb space:(cpSpace*)space
{
if (moment == COLLISION_POSTSOLVE)
{
// SHOULDNT BE A DIRECT REFERENCE TO MEMBER VARIABLE BALL.
// SHOULD BE ADDED FROM INFORMATION WITHIN THE PARAMETERS OF THIS FUNCTION.
_garbage.addObject(ball);
}
}
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