在我的游戏中,我有一些怪物和我的英雄。当我发射一些子弹时,我会在与怪物或地面车身碰撞时移除物体,并且还添加了一个计时器事件来移除子弹
-(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++;
}
});
}
但是我的代码崩溃了什么,不知道。请帮我。如果你有任何方法来做到这一点。 我正在删除
中的尸体-(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;
}
这是我的开始联系方式
-(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;
}
}
答案 0 :(得分:0)
我看了你的代码。我不明白使用removeProjectile:CCPhysicsSprite *)projectile {}方法,而间接实际将射弹添加到beginContact()中的deadBodies []。所以我想在这里你有两个指向同一个身体的指针。当你运行removeDeadBodies()for循环时,它实际上首先删除了主体,然后在下一次迭代中再次获得没有主体的悬空指针然后崩溃。
我评论了这一行[self removeProjectile:projectile];在createProjectileAt()方法中。现在一切正常。
我知道实施可能会迟到但是建议,为了更好地保留你的b2Bodies并从世界中安全删除,你可以采用struct数据类型,数据成员为Sprite,BOOL变量为isDelete。并使用此结构作为正文的用户数据。所以现在你可以在beginContact()回调中将这个bool变量设置为YES。并且在你更新时:在world-&gt;步骤结束之后的tick方法只是遍历body的世界并检查可以删除的BOOL var。你可以安全地删除尸体。无需维护一系列deadBodies等。因此不存在任何同步问题。