崩溃:com.badlogic.gdx.physics.box2d.World.jniCreateBody

时间:2019-02-05 13:48:36

标签: java android libgdx box2d

尝试游戏时,我在Java运行时环境中遇到EXCEPTION_ACCESS_VIOLATION崩溃。它是用LibGdx编写的(并使用box2d)。它在Android Studio的桌面模式下运行。

我在我的supermario游戏中添加了“火球”功能,当跳入空中射击火球时出现此错误。这是崩溃日志:

  

Java框架:(J =编译的Java代码,j =解释的,Vv = VM代码)j   com.badlogic.gdx.physics.box2d.World.jniCreateBody(JIFFFFFFFFZZZZZF)J + 0   Ĵ   com.badlogic.gdx.physics.box2d.World.createBody(Lcom / badlogic / gdx / physics / box2d / BodyDef;)Lcom / badlogic / gdx / physics / box2d / Body; +80   j com.mygdx.game.sprite.Fireball.define()V + 68 j   com.mygdx.game.sprite.Fireball。(Lcom / mygdx / game / screen / PlayScreen; FFZ)V + 135   j com.mygdx.game.sprite.Mario.shootFire()V + 36 J 1115 C1   com.mygdx.game.screen.PlayScreen.handleInput(F)V(221字节)@   0x000000000320f90c [0x000000000320e960 + 0xfac] J 1073 C1   com.mygdx.game.screen.PlayScreen.update(F)V(188字节)@   0x00000000031e14ec [0x00000000031e1440 + 0xac] J 1074 C1   com.mygdx.game.screen.PlayScreen.render(F)V(252字节)@   0x00000000031e493c [0x00000000031e3f20 + 0xa1c] J 1223 C1   com.mygdx.game.MarioBros.render()V(5字节)@ 0x0000000003263ae4   [0x0000000003263920 + 0x1c4] j   com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop()V + 698 j   com.badlogic.gdx.backends.lwjgl.LwjglApplication $ 1.run()V + 27 v   〜StubRoutines :: call_stub

这是我的火球课:

public class Fireball extends Sprite {

private PlayScreen playScreen;
private World world;
private Array<TextureRegion> frames;
private Animation<TextureRegion> animation;
private float stateTimer;
private boolean destroyed;
private boolean destroy;
private boolean fireToRight;
private Body body;

public Fireball(PlayScreen playScreen, float x, float y, boolean fireToRight){
    this.playScreen = playScreen;
    this.fireToRight = fireToRight;
    this.world = playScreen.getWorld();
    destroy = false;
    destroyed = false;
    frames = new Array<TextureRegion>();
    for(int i = 0; i < 4; i++)
        frames.add(new TextureRegion(playScreen.getAtlas().findRegion("fireball"),i*8,0,8,8));
    animation = new Animation<TextureRegion>(0.2f, frames);
    setRegion(animation.getKeyFrame(0));
    setBounds(x, y, 6/ C.PIXEL_PER_METER, 6/C.PIXEL_PER_METER);
    define();
}

private void define(){
    BodyDef bodyDef = new BodyDef();
    bodyDef.position.set(fireToRight ? getX() + 12 /C.PIXEL_PER_METER : getX() - 12 /C.PIXEL_PER_METER, getY());
    bodyDef.type = BodyDef.BodyType.DynamicBody;
    if(world.isLocked())
        return;
    body = world.createBody(bodyDef);
    FixtureDef fixtureDef = new FixtureDef();
    CircleShape shape = new CircleShape();
    shape.setRadius(3 / C.PIXEL_PER_METER);
    fixtureDef.filter.categoryBits = C.FIREBALL_BIT;
    fixtureDef.filter.maskBits = C.GROUND_BIT |
            C.COIN_BIT |
            C.BRICK_BIT |
            C.ENEMY_BIT |
            C.OBJECT_BIT;
    fixtureDef.shape = shape;
    fixtureDef.restitution = 1;
    fixtureDef.friction = 0;
    body.createFixture(fixtureDef).setUserData(this);
    body.setLinearVelocity(new Vector2(fireToRight ? 2 : -2, 2.5f));
}

public void update(float deltaTime){
    if((stateTimer > 3 || destroy) && !destroyed){
        world.destroyBody(body);
        destroyed = true;
        body = null;
        return;
    }

    stateTimer += deltaTime;
    setRegion(animation.getKeyFrame(stateTimer, true));
    setPosition(body.getPosition().x - getWidth()/2, body.getPosition().y - getHeight()/2);

    if(body.getLinearVelocity().y > 2f)
        body.setLinearVelocity(body.getLinearVelocity().x,2f);
    if((fireToRight && body.getLinearVelocity().x < 0 ) || (!fireToRight && body.getLinearVelocity().x > 0))
        destroy();
}

public void destroy(){
    destroy = true;
}

public boolean isDestroyed(){
    return destroyed;
}

}

我从PlayScreen类打来mario.shootFire()

这是“马里奥射击火球”的方式:

private Array<Fireball> fireballs;

fireballs = new Array<Fireball>();

 public void shootFire(){
        fireballs.add(new Fireball(playScreen, body.getPosition().x, body.getPosition().y, runRight));
    }

    @Override
    public void draw(Batch batch) {
        super.draw(batch);
        for (Fireball fireball: fireballs)
            fireball.draw(batch);
    }

关于我为什么会收到此错误的任何想法?

编辑:看来它在Fireball的define()方法的body = world.createBody(bodyDef)行崩溃了。

1 个答案:

答案 0 :(得分:1)

com.badlogic.gdx.physics.box2d.World.jniCreateBody

您正在尝试访问不再可用的内存。有一些关于如何在box2d中创建和销毁实体的教程。关于更新物理世界,您必须在正确的时间进行(step())。

由于您仅获得JNI调试信息,因此很难确切地知道错误的位置(存在多次),获得更好的异常的一种好方法是将body设置为null(在world.destroyBody(body之后);)

world.destroyBody(body);
body = null;
destroyed = true;