在spacemanager中删除形状时程序崩溃 - cocos2d

时间:2011-06-01 06:48:54

标签: cocos2d-iphone

我正在为我的游戏使用spacemunager和花栗鼠物理。 我想做的是将一个球击到一个支柱并让球消失。我正在不同的位置重新创建球,以便用户可以击中另一个支柱。我有球形和球精灵作为成员变量。

以下是创建球形,柱形等的代码。

   ball = [smgr addCircleAt:cpv(1000,10) mass:0.5 radius:35];
ball->collision_type = kBallCollisionType;

ballSprite = [cpCCSprite spriteWithShape:ball file:@"head.png"];
//[ballSprite autoFreeShape];
[self addChild:ballSprite];
ballSprite.spaceManager = smgr;
//ballSprite.ignoreRotation = NO;

cpShape *dome = [smgr addRectAt:cpv(400,500) mass:1 width:400 height:100 rotation:0];
dome->collision_type = kRectCollisionType;
cpCCSprite *dome1 = [cpCCSprite spriteWithShape:dome file:@"001.png"];
[self addChild:dome1];
dome1.spaceManager = smgr;

cpShape *pillarone = [smgr addRectAt:cpv(300,300) mass:1 width:45 height:194 rotation:0];
pillarone->collision_type = kRectCollisionType;
cpCCSprite *pillar1 = [cpCCSprite spriteWithShape:pillarone file:@"004.png"];
[self addChild:pillar1];

pillar1.spaceManager = smgr;

cpShape *pillartwo = [smgr addRectAt:cpv(500,300) mass:1 width:45 height:194 rotation:0];
pillartwo->collision_type = kRectCollisionType;
cpCCSprite *pillar2 = [cpCCSprite spriteWithShape:pillartwo file:@"004.png"];
[self addChild:pillar2];

pillar2.spaceManager = smgr;


cpShape *staticground = [smgr addRectAt:cpv(510,25) mass:1 width:0 height:0 rotation:0];
cpCCSprite *staticground1 = [cpCCSprite spriteWithShape:staticground file:@"grass1-1024.png"];
[self addChild:staticground1 z:1 tag:0];


[smgr addCollisionCallbackBetweenType:kRectCollisionType 
                            otherType:kBallCollisionType 
                               target:self 
                             selector:@selector(handleCollisionWithFragmentingRect:arbiter:space:)];

此处是碰撞处理的代码。

- (void) handleCollisionWithFragmentingRect:(CollisionMoment)moment arbiter:(cpArbiter*)arb space:(cpSpace*)space{  
if (moment == COLLISION_POSTSOLVE)
{
    [self removeChild:ball->data cleanup:YES];
    [smgr removeAndFreeShape:ball];

    ball = [smgr addCircleAt:cpv(1000,10) mass:0.5 radius:35];
    ball->collision_type = kBallCollisionType;
    ballSprite = [cpCCSprite spriteWithShape:ball file:@"head.png"];
    [self addChild:ballSprite];
    ballSprite.spaceManager = smgr;
}

}

当第一个球击中支柱时,它会消失。但是对于第二次和有时候第三次接球并且撞到了柱子,它会因为错误而崩溃,如下所示。

Chipmunk warning: Cannot remove a constraint that was not added to the space. (Removed twice maybe?)
Failed condition: cpArrayContains(space->constraints, constraint)

我不知道哪里出错了,请有人帮忙。

感谢。

1 个答案:

答案 0 :(得分:0)

我认为你需要添加要移除到“垃圾”数组的球,而不是在handleCollisionWithFragmentingRect函数上删除它。对于所有安全措施,包括

- (void) update : (ccTime) dt
{
    for (cpShape *shape in _garbage)
    {
        // Remove shape
        [self removeChild:shape->data cleanup:YES];
        [smgr removeAndFreeShape:shape];

        // Add new ball
        ball = [smgr addCircleAt:cpv(1000,10) mass:0.5 radius:35];
        ball->collision_type = kBallCollisionType;
        ballSprite = [cpCCSprite spriteWithShape:ball file:@"head.png"];
        [self addChild:ballSprite];
        ballSprite.spaceManager = smgr;
    }
    ...

}

然后你将把句柄功能更改为:

- (void) handleCollisionWithFragmentingRect:(CollisionMoment)moment arbiter:(cpArbiter*)arb space:(cpSpace*)space
{  
    if (moment == COLLISION_POSTSOLVE)
    {
        // SHOULDNT BE A DIRECT REFERENCE TO MEMBER VARIABLE BALL. 
        // SHOULD BE ADDED FROM INFORMATION WITHIN THE PARAMETERS OF THIS FUNCTION.
        _garbage.addObject(ball);
    }
}