美好的一天,
场景是这样的,我有3个精灵,我想在 update()中使用序列对它们执行操作。 另一件事如果精灵仍然在执行动作,它将不会获得新动作,但如果它完成了动作,它将创建一个新动作然后执行它。
我使用 .isDone()进行检查。
这是伪代码:
-Legend的可读性: SampleSprite - 假设这是精灵数组。 isStillOnAction - boolean, true 如果当前正在执行操作, false 则如果没有。 来自2-5的随机数 - 是2到5之间的随机数。
for(int ctr = 0; ctr < 3; ctr++){
if(!SpriteSample[ctr].isStillOnAction) // not currently executing action, so we can now assign an action
{
SampleSprite[ctr].isStillOnAction = true; // the isStillOnAction boolean is changed to true
if(SampleSprite[ctr].facingDirection == 1)
{
SampleSprite[ctr].moveAction = cocos2d::MoveBy::create( RANDOM NUMBER FROM 2-5, cocos2d::Vec2( 0, 100 ) );
SampleSprite[ctr].stoppingAction = cocos2d::MoveBy::create( RANDOM NUMBER FROM 2-5, cocos2d::Vec2( 10, 0 ) );
}
else if(SampleSprite[ctr].facingDirection == 2)
{
SampleSprite[ctr].moveAction = cocos2d::MoveBy::create( RANDOM NUMBER FROM 2-5, cocos2d::Vec2( 0, -100 ) );
SampleSprite[ctr].stoppingAction = cocos2d::MoveBy::create( RANDOM NUMBER FROM 2-5, cocos2d::Vec2( 10, 0 ) );
}
else if(SampleSprite[ctr].facingDirection == 3)
{
SampleSprite[ctr].moveAction = cocos2d::MoveBy::create( RANDOM NUMBER FROM 2-5, cocos2d::Vec2( -100, 0 ) );
SampleSprite[ctr].stoppingAction = cocos2d::MoveBy::create( RANDOM NUMBER FROM 2-5, cocos2d::Vec2( 0,10 ) );
}
else if(SampleSprite[ctr].facingDirection == 4)
{
SampleSprite[ctr].moveAction = cocos2d::MoveBy::create( RANDOM NUMBER FROM 2-5, cocos2d::Vec2( 100, 0 ) );
SampleSprite[ctr].stoppingAction = cocos2d::MoveBy::create( RANDOM NUMBER FROM 2-5, cocos2d::Vec2( 0, 10 ) );
}
SampleSprite[ctr].moveStopAction = cocos2d::Sequence::create(SampleSprite[ctr].moveAction, SampleSprite[ctr].stoppingAction, nullptr);
SampleSprite[ctr].characterSprite->runAction( SampleSprite[ctr].moveStopAction );
}
else // currently executing action
{
if(SampleSprite[ctr].moveStopAction->isDone()) // check if done executing action
{
SampleSprite[ctr].isStillOnAction = false;
}
}}
结果: 它运行序列操作,但之后冻结然后崩溃。
我忽略了可能出现的问题是什么?
提前谢谢你的微笑
答案 0 :(得分:0)
在计划的功能中运行操作不会使应用程序崩溃。问题可能是:
.isDone()
时,该动作已被释放。当一个动作完成时,它将减少它的引用计数并被释放,除非你保留它(不推荐)。 MoveBy::create()
会返回一个自动释放对象,这意味着如果您没有在其上调用runAction
或保留它,它将在此帧结束时释放。您可以使用标签检查某项操作是否正在运行:
static const int MY_MOVEBY_ACTION = 3333;
for(int ctr = 0; ctr < 3; ctr++){
if(!SpriteSample[ctr].characterSprite->getActionByTag(MY_MOVE_ACTION)) // not currently executing action, so we can now assign an action
{
SampleSprite[ctr].isStillOnAction = true; // the isStillOnAction boolean is changed to true
//......
SampleSprite[ctr].moveStopAction = cocos2d::Sequence::create(SampleSprite[ctr].moveAction, SampleSprite[ctr].stoppingAction, nullptr);
moveStopAction->setTag(MY_MOVE_ACTION);
SampleSprite[ctr].characterSprite->runAction( SampleSprite[ctr].moveStopAction );
}
else // currently executing action
{
if(SampleSprite[ctr].moveStopAction->isDone()) // check if done executing action
{
SampleSprite[ctr].isStillOnAction = false;
}
}}