我试图为将要重复调用的节点创建一个SKNode子类,每次都有用户交互,然后是破坏/爆炸效果。但是,每当我尝试运行代码时,都会收到SIGABRT错误。与调试终端中的___stack_chk_fail
有关。
此外,在检查器中,当SIGABRT的代码中断时,所有这些属性都显示为nil
。
这是我的SKNode子类的.m:
#import "CandyNode.h"
static const int MAX_VELOCITY = 20;
static const int MIN_VELOCITY = 2;
@implementation CandyNode
- (instancetype)init {
self = [super init];
if (self == [super init])
{
_spriteType = arc4random()%4+1;
NSString* imageRand = [NSString stringWithFormat:@"Sprite %i", _spriteType];
_background = [SKSpriteNode spriteNodeWithImageNamed:imageRand];
_background.name = @"Main";
_background.zPosition = 3;
[self addChild:_background];
_burst1 = [SKSpriteNode spriteNodeWithImageNamed:[NSString stringWithFormat:@"S%dB%d",_spriteType,1]];
_burst2 = [SKSpriteNode spriteNodeWithImageNamed:[NSString stringWithFormat:@"S%dB%d",_spriteType,2]];
_burst3 = [SKSpriteNode spriteNodeWithImageNamed:[NSString stringWithFormat:@"S%dB%d",_spriteType,3]];
_burst1.name = @"Burst #1";
_burst2.name = @"Burst #2";
_burst3.name = @"Burst #3";
[_background setHidden:NO];
[_burst1 setHidden:YES];
[_burst2 setHidden:YES];
[_burst3 setHidden:YES];
[self addChild:_burst1];
[self addChild:_burst2];
[self addChild:_burst3];
double burstAngle[3];
int offsetAngle = 240;
double burstDisplacement[3];
CGVector burstVector[3];
CGFloat x, y;
for (int i = 0; i<=3; i++){
burstAngle[i] = (arc4random()%60+120*i+offsetAngle)*3.1415/180;
burstDisplacement[i] = arc4random()%(MAX_VELOCITY-MIN_VELOCITY)+ MIN_VELOCITY;
x = burstDisplacement[i]*cos(burstAngle[i]);
y = burstDisplacement[i]*sin(burstAngle[i]);
burstVector[i] = CGVectorMake(x, y);
}
_explode1 = [SKAction sequence:@[[SKAction fadeInWithDuration:0],
[SKAction moveBy:burstVector[0] duration:.5],
[SKAction fadeOutWithDuration:.2]]];
_explode2 = [SKAction sequence:@[[SKAction fadeInWithDuration:0],
[SKAction moveBy:burstVector[1] duration:.5],
[SKAction fadeOutWithDuration:.2]]];
_explode3 = [SKAction sequence:@[[SKAction fadeInWithDuration:0],
[SKAction moveBy:burstVector[2] duration:.5],
[SKAction fadeOutWithDuration:.2]]];
}
return self;
}
·H:
#import <SpriteKit/SpriteKit.h>
@interface CandyNode : SKNode
//-(id)initWithImageNumber:(int)spriteType;
//-(void)explodeCandy;
@property (nonatomic) SKSpriteNode *background;
@property (nonatomic) SKSpriteNode *burst1;
@property (nonatomic) SKSpriteNode *burst2;
@property (nonatomic) SKSpriteNode *burst3;
@property (nonatomic) SKAction *explode1;
@property (nonatomic) SKAction *explode2;
@property (nonatomic) SKAction *explode3;
@property (nonatomic) int spriteType;
@end
并且在主要的SKScene中调用它:_NodeA = [CandyNode new];
,_NodeA在该类的标题中定义为@property (nonatomic) CandyNode *NodeA;
我的问题显然是如何让这个工作,或者如果我对如何使用子类和SpriteKit有一个可怕的误解,我怎么能以不同的方式做到这一点?
答案 0 :(得分:2)
您正在调用init两次:
self = [super init];
if (self == [super init])
第一个正确分配给self,第二个创建一个实例,将它与self进行比较,然后抛弃新实例。
解决此问题:
self = [super init];
if (self)
<强>更新强>
您声明一个包含3个元素的数组:
double burstAngle[3];
然后枚举数组,范围为0到3(循环运行四次):
for (int i = 0; i<=3; i++){
当i为3时,您的索引超出范围,数组索引从零开始。
修复如下:
for (int i = 0; i < 3; i++){