ios - Cocos2d-x replaceScene 导致app崩溃
<p><p>我正在将我的 iOS 游戏从 Cocos2d 移植到 Cocos2d-x。
我还不是最擅长 C++,所以我无法自己调试!</p>
<p>我所拥有的是两个场景的简单场景,一个在运行时加载以显示介绍,然后加载另一个场景,第一个介绍场景由:</p>
<pre><code>//Create a scene. it's an autorelease object
CCScene *pScene = landingScene::scene();
// Run intro scene
pDirector->runWithScene(pScene);
</code></pre>
<p>现在加载后,一切正常,直到我尝试通过运行替换该场景:</p>
<pre><code>CCDirector::sharedDirector()->replaceScene(mainScene::scene());
</code></pre>
<p>只要我调用它,应用程序就会断言并给出以下消息:</p>
<pre><code>Assertion failed: (index<=arr->num),functionccArrayInsertObjectAtIndex, xxx/libs/cocos2dx/support/data_support/ccCArray.cpp, line 153.
</code></pre>
<p>我去线路查了一下,内容是这样的:</p>
<pre><code>/** Inserts an object at index */
void ccArrayInsertObjectAtIndex(ccArray *arr, CCObject* object, unsigned int index){
CCAssert(index<=arr->num, "Invalid index. Out of bounds");
CCAssert(object != NULL, "Invalid parameter!");
...
}
</code></pre>
<p>这是我的介绍(着陆)场景 .h 文件的内容:</p>
<pre><code>#ifndef __LANDING_SCENE_H__
#define __LANDING_SCENE_H__
// When you import this file, you import all the cocos2d classes
#include "cocos2d.h"
#include "GameState.h"
class landingScene : public cocos2d::CCLayer {
public:
landingScene();
~landingScene();
void loadGame();
static cocos2d::CCScene* scene();
private:
//The game state Singleton
GameState *sharedGameState;
};
</code></pre>
<p>还有.cpp文件:</p>
<pre><code>#include "landingScene.h"
#include "SimpleAudioEngine.h"
#include "mainScene.h"
#include "introScene.h"
using namespace cocos2d;
using namespace CocosDenshion;
landingScene::landingScene(){
setTouchEnabled( true );
//Load some sprites here, removed it for simplicity
//This is where the app crashes
landingScene::loadGame();
}
landingScene::~landingScene(){
}
CCScene* landingScene::scene(){
// 'scene' is an autorelease object
CCScene *scene = CCScene::create();
// add layer as a child to scene
CCLayer *layer = new landingScene();
scene->addChild(layer);
return scene;
}
void landingScene::loadGame(){
CCDirector::sharedDirector()->replaceScene(mainScene::scene());
}
</code></pre>
<p>这是我试图展示的主要场景的内容:</p>
<pre><code>#ifndef _MAIN_SCENE_H_
#define _MAIN_SCENE_H_
//When you import this file, you import all the cocos2d classes
#include "cocos2d.h"
#include "GameState.h"
class mainScene : public cocos2d::CCLayer {
public:
~mainScene();
mainScene();
static cocos2d::CCScene* scene();
private:
GameState *sharedGameState;
};
#endif // _MAIN_SCENE_H_
</code></pre>
<p>还有.cpp文件:</p>
<pre><code>#include "mainScene.h"
#include "cocos2d.h"
#include "SimpleAudioEngine.h"
using namespace cocos2d;
using namespace CocosDenshion;
mainScene::mainScene(){
}
mainScene::~mainScene(){
}
CCScene* mainScene::scene(){
// 'Scene' is an autorelease object
CCScene *scene = new CCScene();
// Add layer as a child to scene
CCLayer* layer = new mainScene();
scene->addChild(layer);
layer->release();
return scene;
}
</code></pre></p>
<br><hr><h1><strong>Best Answer-推荐答案</ strong></h1><br>
<p><p>原因是您在第一个场景创建完成之前就替换了场景。尝试在 onEnter() 或 onTransitionDidfFinished() 中调用替换函数</p></p>
<p style="font-size: 20px;">关于ios - Cocos2d-x replaceScene 导致app崩溃,我们在Stack Overflow上找到一个类似的问题:
<a href="https://stackoverflow.com/questions/12333459/" rel="noreferrer noopener nofollow" style="color: red;">
https://stackoverflow.com/questions/12333459/
</a>
</p>
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