我真的很困惑为什么我在[world addJoint:pinJoin];获得EXC_BAD_ACCESS(code = 1,address = 0x1c)。
JointTest.m
#import "JointTest.h"
@implementation JointTest
-(SKNode *)initWithWorld:(SKPhysicsWorld *)pWorld{
if(self = [super init]){
world = pWorld;
[self attachBodies];
}
return self;
}
-(void)attachBodies{
SKSpriteNode * spriteA = [[SKSpriteNode alloc]initWithImageNamed:@"rocket"];
SKSpriteNode * spriteB = [[SKSpriteNode alloc]initWithImageNamed:@"rocket"];
SKPhysicsBody * bodyA = [SKPhysicsBody bodyWithRectangleOfSize:spriteA.size];
SKPhysicsBody * bodyB = [SKPhysicsBody bodyWithRectangleOfSize:spriteB.size];
spriteA.position = CGPointMake(150, 300);
spriteB.position = CGPointMake(150, 300 + spriteB.size.height/2);
[self addChild:spriteA];
[self addChild:spriteB];
bodyA.dynamic = NO;
spriteA.physicsBody = bodyA;
spriteB.physicsBody = bodyB;
SKPhysicsJointPin * pinJoin = [SKPhysicsJointPin jointWithBodyA:spriteA.physicsBody bodyB:spriteB.physicsBody anchor:spriteA.position];
[world addJoint:pinJoin];
}
@end
JointTest.h
#import <SpriteKit/SpriteKit.h>
@interface JointTest : SKNode{
SKPhysicsWorld * world;
}
-(SKNode *)initWithWorld:(SKPhysicsWorld *)pWorld;
@end
在SKScene中
JointTest * test = [[JointTest alloc]initWithWorld:self.physicsWorld];
[self addChild:test];
令我困惑的是将attachBodies方法中的代码移动到场景中并使用场景的physicsWorld调用addJoint方法效果很好。例如:
SKSpriteNode * spriteA = [[SKSpriteNode alloc]initWithImageNamed:@"rocket"];
SKSpriteNode * spriteB = [[SKSpriteNode alloc]initWithImageNamed:@"rocket"];
SKPhysicsBody * bodyA = [SKPhysicsBody bodyWithRectangleOfSize:spriteA.size];
SKPhysicsBody * bodyB = [SKPhysicsBody bodyWithRectangleOfSize:spriteB.size];
spriteA.position = CGPointMake(150, 300);
spriteB.position = CGPointMake(150, 300 + spriteB.size.height/2);
[self addChild:spriteA];
[self addChild:spriteB];
bodyA.dynamic = NO;
spriteA.physicsBody = bodyA;
spriteB.physicsBody = bodyB;
SKPhysicsJointPin * pinJoin = [SKPhysicsJointPin jointWithBodyA:spriteA.physicsBody bodyB:spriteB.physicsBody anchor:spriteA.position];
[self.physicsWorld addJoint:pinJoin];
我已经把头发拉了几个小时,所以如果有人有想法我会非常感激。谢谢!
答案 0 :(得分:5)
在init上传递物理世界并不是一个好的设计。而是正常创建类的实例,然后从创建JointTest实例的任何位置向其发送attachBodies
消息。然后你可以通过self.scene.physicsWorld
访问物理世界,而不是必须通过世界并保持对它的无关参考。
而不是:
JointTest * test = [[JointTest alloc]initWithWorld:self.physicsWorld];
[self addChild:test];
这样做:
JointTest * test = [JointTest node];
[self addChild:test];
[test attachBodies];
请注意,attachBodies
之后会发送addChild
,因为在addChild
之前,JointTest的scene
属性仍为零。
我打赌这也可以解决你的问题,但这是一个猜测:
您创建JointTest并立即添加两个带关节的精灵,但此时JointTest实例尚未添加到节点图中(通过addChild)。因此,JointTest及其两个子节点在开始时还没有与物理世界“注册”,这可能导致崩溃。