我遇到了Objective C的问题。 我在移动精灵之后试图调用一个块
我想要实现的短版本是我想要移动阵列中的所有敌人,当每个人完成移动时我想检查它是否已经碰撞。
下面的简化代码显示了我正在尝试做的事情。
我的Actor类定义如下
// -----------------------------
// Actor.h
#import <Foundation/Foundation.h>
#import "cocos2d.h"
#import "ScreenObject.h"
typedef void (^actorMoveComplete)(void);
@interface Actor : ScreenObject
{
// actorMoveComplete onMoveComplete;
}
@property (nonatomic) BOOL isMoving;
@property (readwrite, copy) actorMoveComplete onMoveComplete;
@property (nonatomic, retain) CCSprite* sprite;
-(void) moveTo:(CGPoint)targetPosition Speed:(float) speed withCallback:(actorMoveComplete)moveComplete;
@end
// -----------------------------
// Actor.m
#import "Actor.h"
@implementation Actor
@synthesize onMoveComplete;
@synthesize sprite;
-(void) moveTo:(CGPoint)targetPosition Speed:(float) speed withCallback:(actorMoveComplete)moveComplete;
{
onMoveComplete = moveComplete;
id actionMove = [CCMoveTo actionWithDuration:speed position:targetPosition];
id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)];
[super.sprite runAction:[CCSequence actions:actionMove, actionMoveDone, nil]];
}
-(void) spriteMoveFinished:(id) sender
{
isMoving = NO;
if (onMoveComplete != nil)
onMoveComplete();
}
@end
正如您所看到的,我正在尝试将块存储在 onMoveComplete 参数中(我也在私有变量中尝试过),然后在精灵移动完成后调用它。
在我的通话类中,我正在遍历一群演员(敌人),我想在移动完成后为每个演员调用这个匿名代码块:
{
[self checkForCollision:enemy];
}
我的通话类看起来像这样。
//------------------------------
//
// GameLayer.h
#import "cocos2d.h"
#import "Actor.h"
@interface GameLayer : CCLayerColor
{
}
@property (nonatomic, copy) NSMutableArray *enemies;
- (void) updateEnemies;
- (void) checkForCollision:(Actor*)actor;
- (BOOL) isMapGridClear:(CGPoint)mapGrid excludeActor:(Actor*)actor;
@end
//------------------------------
// GameLayer.m
#import "GameLayer.h"
@implementation GameLayer
@synthesize enemies;
- (void) updateEnemies
{
for (Actor *enemy in enemies)
{
//
CGPoint newPosition = [self getNewPosition:enemy]; /* method to figure out new position */
[enemy moveDelta:ccp(dX, dY) Speed:enemySpeed withCallback:^{
[self checkForCollision:enemy];
}];
}
}
- (void) checkForCollision:(Actor*)actor
{
if (![self isMapGridClear:actor.gridPosition excludeActor:actor])
{
actor.isCrashed=YES;
[actor loadSprite:self spriteImage:@"crashed.png"];
}
}
- (BOOL) isMapGridClear:(CGPoint)mapGrid excludeActor:(Actor*)actor
{
/* Actual method figures out if there was a collision */
return YES;
}
@end
不幸的是,当我调用onMoveComplete块时,我不断收到EXC_BAD_ACCESS错误 有趣的是,如果我尝试在moveTo方法中调用块,它可以工作(但当然我想在移动完成后触发它)。
任何人都可以帮助我解决我的错误。我甚至使用正确的机制?
(格式不正确,代码段不完整的道歉)
答案 0 :(得分:2)
您正确地将属性声明为副本,但是您将实例变量直接设置为块的地址,而不使用生成的访问器。这意味着该块在被调用之前不会被复制并被销毁。
使用self.onMoveCompleted = moveCompleted
分配你的阻止,你会没事的。