编辑4:我在CCSpriteFrameCache spriteFrameByName方法中添加了一个断点,并且无法跳过以下步骤(我清楚地知道spriteFrames会从CCSpriteFrameCache中删除):
编辑3:在使用 Cocos2d 2.0以及附加的文件和plist文件进行投票以实际关闭问题之前请尝试下面的代码(EDIT2)。
编辑2:我创建了一个全新的GameScene测试类,所以你们都可以尝试这个问题。一旦动画开始重复,它就会崩溃。我也会更新标题。
// GameScene2.h
//
#import <Foundation/Foundation.h>
#import "cocos2d.h"
@interface GameScene2 : CCScene {
}
@end
// GameScene2.m
//
#import "GameScene2.h"
@implementation GameScene2
-(id)init {
self = [super init];
if (self != nil) {
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"artfile.plist"];
CCSpriteBatchNode* batchNode = [CCSpriteBatchNode batchNodeWithFile:@"artfile.png"];
[self addChild:batchNode];
CCSprite * test = [CCSprite spriteWithSpriteFrameName:@"frame0.png"];
test.anchorPoint = CGPointMake(0.5f, 0.5f);
test.position = CGPointMake(160.0f, 160.0f);
[batchNode addChild:test z:1];
NSMutableArray* frames = [[NSMutableArray alloc]initWithCapacity:2];
CCSpriteFrame* frame = [[CCSpriteFrameCache sharedSpriteFrameCache]spriteFrameByName:@"frame0.png"];
[frames addObject:frame];
CCSpriteFrame* frame2 = [[CCSpriteFrameCache sharedSpriteFrameCache]spriteFrameByName:@"frame1.png"];
[frames addObject:frame2];
CCAnimation* anim = [CCAnimation animationWithSpriteFrames:frames delay:0.3f];
[[CCAnimationCache sharedAnimationCache] addAnimation:anim name:@"test"];
CCAnimate * animate = [CCAnimate actionWithAnimation:anim];
CCRepeatForever * repeat = [CCRepeatForever actionWithAction:animate];
//CCSequence * seq = [CCSequence actions:anim, nil];
[test runAction:repeat];
}
return self;
}
@end
artfile.png如下所示:
plist文件是:
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>frames</key>
<dict>
<key>frame0.png</key>
<dict>
<key>aliases</key>
<array>
</array>
<key>spriteColorRect</key>
<string>{{3, 40}, {76, 28}}</string>
<key>spriteOffset</key>
<string>{0, 0}</string>
<key>spriteSize</key>
<string>{150, 94}</string>
<key>spriteSourceSize</key>
<string>{150, 94}</string>
<key>spriteTrimmed</key>
<false/>
<key>textureRect</key>
<string>{{0, 96}, {150, 94}}</string>
<key>textureRotated</key>
<false/>
</dict>
<key>frame1.png</key>
<dict>
<key>aliases</key>
<array>
</array>
<key>spriteColorRect</key>
<string>{{10, 33}, {98, 32}}</string>
<key>spriteOffset</key>
<string>{0, 0}</string>
<key>spriteSize</key>
<string>{150, 94}</string>
<key>spriteSourceSize</key>
<string>{150, 94}</string>
<key>spriteTrimmed</key>
<false/>
<key>textureRect</key>
<string>{{0, 192}, {150, 94}}</string>
<key>textureRotated</key>
<false/>
</dict>
<key>frame2.png</key>
<dict>
<key>aliases</key>
<array>
</array>
<key>spriteColorRect</key>
<string>{{4, 17}, {146, 48}}</string>
<key>spriteOffset</key>
<string>{0, 0}</string>
<key>spriteSize</key>
<string>{150, 94}</string>
<key>spriteSourceSize</key>
<string>{150, 94}</string>
<key>spriteTrimmed</key>
<false/>
<key>textureRect</key>
<string>{{0, 0}, {150, 94}}</string>
<key>textureRotated</key>
<false/>
</dict>
</dict>
<key>metadata</key>
<dict>
<key>version</key>
<string>1.5.2</string>
<key>format</key>
<integer>3</integer>
<key>size</key>
<string>{1024, 1024}</string>
<key>name</key>
<string>artfile</string>
<key>premultipliedAlpha</key>
<false/>
<key>target</key>
<dict>
<key>name</key>
<string>default</string>
<key>textureFileName</key>
<string>artfile_default</string>
<key>textureFileExtension</key>
<string>.png</string>
<key>coordinatesFileName</key>
<string>artfile_default</string>
<key>coordinatesFileExtension</key>
<string>.plist</string>
<key>premultipliedAlpha</key>
<false/>
</dict>
</dict>
</dict>
</plist>
原始问题:
我明白了:
断言失败 - [CCSprite setTexture:],/ Users /.../ libs / cocos2d / CCSprite.m:934
它与batchNode有明确的关系,因为没有它它曾经工作...
我知道动画的精灵帧应该在同一个精灵表中,就是这种情况。我不知道如何解决这个问题,它必须与使用批处理节点有关。
//
// Navigator.h
@interface Navigator : CCLayer {
}
//Batch Nodes
@property(readwrite, nonatomic) CCSpriteBatchNode* batchNode;
// Navigator.m
@implementation Navigator
@synthesize batchNode;
+(id) scene {
CCScene *scene = [CCScene node];
Navigator *layer = [Navigator node];//??
[scene addChild:layer];
return scene;
}
-(void) loadStuff{
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"art1-hd.plist"];
batchNode = [CCSpriteBatchNode batchNodeWithFile:@"art1-hd.png"];
[self addChild:batchNode];
CCSprite * test = [CCSprite spriteWithSpriteFrameName:@"emptyCircle0.png"];
test.anchorPoint = CGPointMake(0.5f, 0.5f);
test.position = CGPointMake(160.0f, 160.0f);
[batchNode addChild:test z:1];
NSMutableArray* frames = [[NSMutableArray alloc]initWithCapacity:2];
CCSpriteFrame* frame = [[CCSpriteFrameCache sharedSpriteFrameCache]spriteFrameByName:@"emptyCircle0.png"];
[frames addObject:frame];
CCSpriteFrame* frame2 = [[CCSpriteFrameCache sharedSpriteFrameCache]spriteFrameByName:@"emptyCircle1.png"];
[frames addObject:frame2];
CCAnimation* anim = [CCAnimation animationWithSpriteFrames:frames delay:0.3f];
//[[CCAnimationCache sharedAnimationCache] addAnimation:anim name:@"test"];
CCAnimate * animate = [CCAnimate actionWithAnimation:anim];
CCRepeatForever * repeat = [CCRepeatForever actionWithAction:animate];
//CCSequence * seq = [CCSequence actions:anim, nil];
[test runAction:repeat];
}
-(id)init
{
CCLOG(@"Navigator init");
if((self=[super init])){
CCLOG(@"%@: %@", NSStringFromSelector(_cmd), self);
[self loadStuff];
}
return self;
}
编辑:我检查了CCSprite setTexture的源代码,这就是我所看到的。但是,控制台日志确实只说NSAssert而没有给出问题的日志消息。添加断点似乎无法通过第一个NSAssert,但我并不是100%肯定,因为应用程序立即转到此图像:
-(void) setTexture:(CCTexture2D*)texture
{
// If batchnode, then texture id should be the same
NSAssert( !batchNode_ || texture.name == batchNode_.texture.name , @"CCSprite: Batched sprites should use the same texture as the batchnode");
// accept texture==nil as argument
NSAssert( !texture || [texture isKindOfClass:[CCTexture2D class]], @"setTexture expects a CCTexture2D. Invalid argument");
if( ! batchNode_ && texture_ != texture ) {
[texture_ release];
texture_ = [texture retain];
[self updateBlendFunc];
}
}
答案 0 :(得分:0)
您的资源中是否只有一个带有-hd后缀的.plist和.png文件?你确定所有的帧名都在你的plist中吗?您确定已将资源正确添加到项目中吗?
此外,通常您可以按如下方式向动画添加帧:
animFrames = [[NSMutableArray alloc] init];
for(int i =1; i<7; i++){
[animFrames addObject:[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName: [NSString stringWithFormat:@"anim-00%d.tif", i]]];
}
CCAnimation *animAnimation = [CCAnimation animationWithSpriteFrames:animFrames delay:0.04f];
答案 1 :(得分:0)
我找到了发生这种情况的原因......我从前一个场景中调用了[self startGame]方法,然后调用了cleanup方法,同时调用了我从纹理缓存中删除sprite的代码片段
愚蠢我没想到这个。创建对象导航器场景并加载纹理,但同时(在动画实际开始之前),前一场景清理调用执行 [CCSpriteFrameCache purgeSharedSpriteFrameCache]; 调用。
愚蠢的我!
-(void) startGame
{
[[CCDirector sharedDirector] replaceScene:[CCTransitionFade transitionWithDuration:1.0 scene:[Navigator scene] withColor:ccc3(255, 255, 255)]];
}
-(void) cleanup
{
// [[CCSpriteFrameCache sharedSpriteFrameCache] removeSpriteFrames];
[super cleanup];
[CCTextureCache purgeSharedTextureCache];
[CCSpriteFrameCache purgeSharedSpriteFrameCache];
[CCAnimationCache purgeSharedAnimationCache];
//Remove music
}