在我的遊戲中,我有一些怪物和我的英雄。當我火了一些子彈我刪除碰撞或者與怪物或接地體機構,並還增加了一個定時器事件刪除子彈作爲如何在遊戲中發射時同步去除b2bodies
-(void) removeProjectile:(CCPhysicsSprite*)projectile{
dispatch_time_t removeProjectile = dispatch_time(DISPATCH_TIME_NOW, (int64_t)(1* NSEC_PER_SEC));
dispatch_after(removeProjectile, dispatch_get_main_queue(), ^(void){
int i;
for(i=0;i<deadBodyCount;i++)
{
if(deadBodies[i] == projectile.b2Body)
{
break;
}
}
if(i==deadBodyCount)
{
deadBodies[deadBodyCount]=projectile.b2Body;
deadBodyCount++;
}
});
}
,但會發生什麼我的代碼崩潰,不知道。請幫幫我。如果你有任何方法來做到這一點。 我在
-(void)removeDeadBodies{
for (int i=0; i<deadBodyCount; i++) {
if(deadBodies[i]){
if([self getPSTag:deadBodies[i]]==3){
CCPhysicsSprite *temp=(CCPhysicsSprite *)deadBodies[i]->GetUserData();
NSLog(@"%@",temp);
[[self getChildByTag:kTagParentNode]removeChild:temp cleanup:YES];
}
else if([self getPSTag:deadBodies[i]]==2){
for (int j=0; j<monsterCount; j++) {
if (monsters[j].b2Body==deadBodies[i]) {
[[self getChildByTag:kTagParentNode]removeChild:monsters[j] cleanup:YES];
monsters[j]=NULL;
}
}
}
_world->DestroyBody(deadBodies[i]);
deadBodies[i]=NULL;}
}
deadBodyCount=0;
}
-(int)getPSTag:(b2Body *)body{ //physics sprite tag value from a b2Body
CCPhysicsSprite *sprite=(CCPhysicsSprite*)body->GetUserData();
//Here is the error------------------------------------
if(sprite)
return (int)sprite.tag;
else
return 0;
}
去除deadbodies,這是我開始接觸方法
-(void)beginContact:(b2Contact *)contact{
b2Body *bodyA=contact->GetFixtureA()->GetBody();
b2Body *bodyB=contact->GetFixtureB()->GetBody();
int collideCheck=[self checkForCollisionGroups:bodyA And:bodyB];
if(!collideCheck)
return;
switch (collideCheck) {
case 1:
for (int i=0; i<monsterCount; i++) {
if(monsters[i].isVisible){
//Checking if Projectile hitting the monster
//bodyA is monster and bodyB is projectile
if([self getPSTag:bodyA]==2&&[self getPSTag:bodyB]==3){
[monsters[i] monsterHit];
[self doExplosionAtPoint:monsters[i].position];
deadBodies[deadBodyCount++]=monsters[i].b2Body;
CCPhysicsSprite *x=(CCPhysicsSprite *)bodyB->GetUserData();
for (int i=0; i<10; i++) {
if(deadBodies[i]==x.b2Body)
return;
}
deadBodies[deadBodyCount++]=x.b2Body;
[self.top updateScore:100];
}//bodyA is Projectile and bodyB is Monster
else if([self getPSTag:bodyA]==3&&[self getPSTag:bodyB]==2){//if one of the body is projectile
[monsters[i] monsterHit];
[self doExplosionAtPoint:monsters[i].position];
CCPhysicsSprite *x=(CCPhysicsSprite *)bodyA->GetUserData();
for (int i=0; i<10; i++) {
if(deadBodies[i]==x.b2Body)
return;
}
deadBodies[deadBodyCount++]=x.b2Body;
deadBodies[deadBodyCount++]=monsters[i].b2Body;
[self.top updateScore:100];
}
}
}
break;
case 2:
if (jumping==YES) {
jumping=NO;
}
break;
case 3: //bullet hitting with any object
if([self getPSTag:bodyA]==3){//if one of the body is projectile
CCPhysicsSprite *x=(CCPhysicsSprite *)bodyA->GetUserData();
for (int i=0; i<10; i++) {
if(deadBodies[i]==x.b2Body)
return;
}
deadBodies[deadBodyCount++]=x.b2Body;
}
else if ([self getPSTag:bodyB]==3){
CCPhysicsSprite *x=(CCPhysicsSprite *)bodyB->GetUserData();
for (int i=0; i<10; i++) {
if(deadBodies[i]==x.b2Body)
return;
}
deadBodies[deadBodyCount++]=x.b2Body;
}
break;
case 4:
for (int i=0; i<monsterCount; i++) {
if(monsters[i].isVisible){
if((bodyA==monsters[i].b2Body&&bodyB==_heroBody)||(bodyA==_heroBody&&bodyB==monsters[i].b2Body)) {
_heroBody->SetLinearVelocity(b2Vec2(-3*hero.scaleX, 5));
lifeCount=[_top updateHealthMeterWithDamage:10];
NSLog(@"collide");
moving=false;
}
}
}
break;
/*case 6:if([self getPSTag:bodyA]==33){
movingTile.position=((CCSprite*)bodyA->GetUserData()).position;
}
else
movingTile.position=((CCSprite*)bodyB->GetUserData()).position;*/
default:
break;
}
}
與你增加數組deadBodies?它是子彈還是怪物或者兩者兼而有之?你的代碼在哪裏崩潰? – SaffronState
什麼行是崩潰?什麼是錯誤信息?添加一個異常斷點。 – LearnCocos2D
錯誤是「訪問異常不正常」 –