SKTexture EXC_BAD_ACCESS

时间:2014-03-11 00:29:08

标签: ios uiimage sprite-kit cifilter sktexture

我正在开发一款SpriteKit游戏并尝试让用户通过着色来自定义游戏中的船舶图像。

我向UIImage添加了一个类别,该类别提供了adjustImage:hue:saturation:brightness的实现。它使用两个CIFilter来进行调整。我知道该代码有效,因为我使用UIImageView代替SKTexture在其他应用中测试了该代码。

另请注意,CSHeroShipNodeSKSpriteNode的子类。

出现的问题是我在指定的行上获得了错误的访问权限,我不明白为什么。调试显示图像和纹理在过程中的任何位置都不会为零,即使传递给第二种方法也是如此。

以下代码来自CSHeroShipNode类。

+(instancetype)heroShip {
    UIImage *textureImage = [UIImage adjustImage:[UIImage imageNamed:@"heroShip_0001.png"] hue:0.0 saturation:1.0 brightness:0.0];
    SKTexture *heroTexture = [SKTexture textureWithImage:textureImage];
    CSHeroShipNode *hero = [CSHeroShipNode shipWithTexture:heroTexture size:CGSizeMake(64, 64)];
    return hero;
}

+(instancetype)shipWithTexture:(SKTexture *)texture size:(CGSize)size {
    /***** this next line causes it to crash *****/
    CSHeroShipNode *ship = [CSHeroShipNode spriteNodeWithTexture:texture size:size];

    ... // set other properties

    return ship;
}

这是崩溃后的回溯。

* thread #1: tid = 0xb100f, 0x0000000102c2ee3d libsystem_platform.dylib`OSSpinLockLock + 7, queue = 'com.apple.main-thread, stop reason = EXC_BAD_ACCESS (code=1, address=0x0)
frame #0: 0x0000000102c2ee3d libsystem_platform.dylib`OSSpinLockLock + 7
frame #1: 0x00000001012edaa1 SpriteKit`SKSpinLockSync(int*, void () block_pointer) + 30
frame #2: 0x00000001012b6ce7 SpriteKit`-[SKTexture loadImageData] + 221
frame #3: 0x00000001012b921f SpriteKit`-[SKTexture size] + 33
frame #4: 0x00000001012d766c SpriteKit`-[SKSpriteNode initWithTexture:] + 96
frame #5: 0x00000001012d77d8 SpriteKit`+[SKSpriteNode spriteNodeWithTexture:] + 76
frame #6: 0x00000001012d7857 SpriteKit`+[SKSpriteNode spriteNodeWithTexture:size:] + 77
frame #7: 0x0000000100006b98 Space`+[CSHeroShipNode shipWithTexture:size:](self=0x0000000100022300, _cmd=0x000000010001753b, texture=0x0000000116354ab0, size=CGSize at 0x00007fff5fbfc7d8) + 136 at CSHeroShipNode.m:27
frame #8: 0x0000000100006a3f Space`+[CSHeroShipNode heroShip](self=0x0000000100022300, _cmd=0x00000001000175c9) + 287 at CSHeroShipNode.m:22
frame #9: 0x0000000100010d3e Space`-[CSSurvivalGameLevel getHeroShip](self=0x0000000116341bf0, _cmd=0x0000000100017a14) + 46 at CSSurvivalGameLevel.m:33
frame #10: 0x00000001000152c5 Space`+[CSWorldNode worldNodeWithLevel:scene:](self=0x0000000100022a80, _cmd=0x0000000100017be7, level=0x0000000116341bf0, scene=0x000000011634d490) + 837 at CSWorldNode.m:24
frame #11: 0x000000010000b8d2 Space`-[CSGameScene initWithSize:level:](self=0x000000011634d490, _cmd=0x0000000100017b24, size=CGSize at 0x00007fff5fbfcc80, level=0x0000000116341bf0) + 1202 at CSGameScene.m:70
frame #12: 0x000000010000b3f1 Space`+[CSGameScene gameSceneWithSize:level:](self=0x0000000100022530, _cmd=0x0000000100017a64, size=CGSize at 0x00007fff5fbfcce0, level=0x0000000116341bf0) + 113 at CSGameScene.m:47
frame #13: 0x0000000100014e65 Space`-[CSMainMenuScene newGame](self=0x000000010c0154d0, _cmd=0x00000001000187c0) + 133 at CSMainMenuScene.m:44
frame #14: 0x00000001000056c1 Space`-[CSButtonNode callAction](self=0x000000010c02a280, _cmd=0x00000001000173ab) + 209 at CSButtonNode.m:41
frame #15: 0x00000001000057d1 Space`-[CSButtonNode pressEnded](self=0x000000010c02a280, _cmd=0x0000000100017413) + 129 at CSButtonNode.m:52
frame #16: 0x00000001000064a4 Space`-[CSButtonNode touchesEnded:withEvent:](self=0x000000010c02a280, _cmd=0x0000000100a00ce3, touches=0x000000011634cd50, event=0x000000010c501460) + 772 at CSButtonNode.m:81
frame #17: 0x00000001012c0df4 SpriteKit`-[SKView touchesEnded:withEvent:] + 540
frame #18: 0x00000001003a3c15 UIKit`-[UIWindow _sendTouchesForEvent:] + 701
frame #19: 0x00000001003a4633 UIKit`-[UIWindow sendEvent:] + 988
frame #20: 0x000000010037dfa2 UIKit`-[UIApplication sendEvent:] + 211
frame #21: 0x000000010036bd7f UIKit`_UIApplicationHandleEventQueue + 9549
frame #22: 0x0000000101a5fec1 CoreFoundation`__CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 17
frame #23: 0x0000000101a5f792 CoreFoundation`__CFRunLoopDoSources0 + 242
frame #24: 0x0000000101a7b61f CoreFoundation`__CFRunLoopRun + 767
frame #25: 0x0000000101a7af33 CoreFoundation`CFRunLoopRunSpecific + 467
frame #26: 0x0000000101f063a0 GraphicsServices`GSEventRunModal + 161
frame #27: 0x000000010036e043 UIKit`UIApplicationMain + 1010
frame #28: 0x0000000100016253 Space`main(argc=1, argv=0x00007fff5fbfed28) + 115 at main.m:16
frame #29: 0x0000000102c255fd libdyld.dylib`start + 1
frame #30: 0x0000000102c255fd libdyld.dylib`start + 1

编辑:这是整个CSHeroShipNode课程。

#import "CSHeroShipNode.h"

#import "CSGameScene.h"
#import "CSPhaserNode.h"

@implementation CSHeroShipNode {
    SKEmitterNode *exhaust;
}

+(instancetype)heroShip {
    UIImage *textureImage = [UIImage adjustImage:[UIImage imageNamed:@"heroShip_0001.png"] hue:0.0 saturation:1.0 brightness:0.0];
    SKTexture *heroTexture = [SKTexture textureWithImage:textureImage];
    CSHeroShipNode *hero = [CSHeroShipNode shipWithTexture:heroTexture size:CGSizeMake(64, 64)];
    return hero;
}

+(instancetype)shipWithTexture:(SKTexture *)texture size:(CGSize)size {
    CSHeroShipNode *ship = [CSHeroShipNode spriteNodeWithTexture:texture size:size];

    ship.name = @"Hero";
    ship.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:size.width / 2];
    ship.physicsBody.categoryBitMask = CSPhysicsBodyCollisionTypeHeroShip;
    ship.physicsBody.collisionBitMask = CSPhysicsBodyCollisionTypeWorld;
    ship.physicsBody.contactTestBitMask = CSPhysicsBodyCollisionTypeEnemyPhaser | CSPhysicsBodyCollisionTypeEnemyShip | CSPhysicsBodyCollisionTypeObject;

    ship->exhaust = [NSKeyedUnarchiver unarchiveObjectWithFile:[[NSBundle mainBundle] pathForResource:@"Exhaust" ofType:@"sks"]];
    CGPoint exhaustPosition = CGPointMake(ship.position.x, ship.position.y - ship.size.height / 2 + 7);
    ship->exhaust.position = exhaustPosition;
    [ship addChild:ship->exhaust];

    // set the initial health
    ship.health = 200;

    ship.weaponCharge = 100;
    ship.weaponChargeRate = 100;

    return ship;
}

-(void)fireToLocation:(CGPoint)location atTime:(CFTimeInterval)gameTime {
    // delay phaser firing due to recharge time
    if (self.weaponCharge == 100) {
        lastFireTime = gameTime;
        self.weaponCharge = 0;

        float xOffset = location.x - self.position.x;
        float yOffset = location.y - self.position.y;
        float angle = atan2f(yOffset, xOffset);

        CSPhaserNode *phaser = [[CSPhaserNode alloc] initWithPosition:self.position angle:angle time:gameTime];
        phaser.parentShip = self;
        [((CSGameScene *)self.scene).world addChild:phaser];
    }
}

-(void)takeDamage:(NSUInteger)damage {
    self.health -= damage;
}

-(void)die {
    // make sure that health is 0
    self.health = 0;
    // create an explosion for the ship
    SKEmitterNode *explosion = [NSKeyedUnarchiver unarchiveObjectWithFile:[[NSBundle mainBundle] pathForResource:@"ShipExplosion" ofType:@"sks"]];
    explosion.position = self.position;
    [((CSGameScene *)self.scene).world addChild:explosion];
    [self removeFromParent];
}

-(void)update:(CFTimeInterval)gameTime {
    [super update:gameTime];
}


@end

1 个答案:

答案 0 :(得分:0)

事实证明,这是SpriteKit代码中的一个错误(请参阅this回答一个非常相似的问题)。 “在lldb跟踪之后,我猜它是一个内存管理问题,它在使用过滤器时如何分配图像数据缓冲区。”

我最终在我的CIContext方法中使用adjustImage:hue:saturation:brightness:来创建CGImageRef然后返回它。因此CSHeroShipNode中的代码最终看起来像这样

+(instancetype)heroShip {
    CGImageRef textureImage = [UIImage adjustImage:[UIImage imageNamed:@"heroShip_0001.png"] hue:0.0 saturation:1.0 brightness:0.0];
    SKTexture *heroTexture = [SKTexture textureWithCGImage:textureImage];
    CSHeroShipNode *hero = [CSHeroShipNode shipWithTexture:heroTexture size:CGSizeMake(64, 64)];
    return hero;
}

虽然这种解决方法并不可怕,但我仍然觉得Apple的代码有这样的问题很烦人。希望他们能尽快解决。