2012-01-26 52 views
3

我是新来的Cocos2D,突然得到这个EXC_BAD_ACCESS, 我做了一个新的制胜菜单,我得到了错误 我认为错误是因为我叫释放的对象,但我不释放什么? 我调试控制台没有错误,这是奇怪的的Cocos2D EXC_BAD_ACCESS

这里是我的Level_1.m没有完全完成

// 
// Level_1.m 
// iPadGame 
// 
// Created by My Name on 1/25/12. 
// Copyright 2012 __MyCompanyName__. All rights reserved. 
// 

#import "Level_1.h" 
#import "HelloWorldLayer.h" 

CCSprite *player; 
CCSprite *enemy; 
CCSprite *enemy2; 
CCSprite *enemy3; 
CCSprite *star; 
CCSprite *star2; 
CCSprite *star3; 
CCSprite *bg; 
CCSprite *toolBar; 

CCLabelTTF *youWin; 

bool movePlayer; 


@implementation Level_1 

@synthesize score; 

+(CCScene *) scene { 
    // 'scene' is an autorelease object. 
    CCScene *scene = [CCScene node]; 

    // 'layer' is an autorelease object. 
    Level_1 *layer = [Level_1 node]; 

    // add layer as a child to scene 
    [scene addChild: layer]; 

    // return the scene 
    return scene; 
} 

-(void) setUpWinMenu { 
    [CCMenuItemFont setFontName:@"Marker Felt"]; 
    [CCMenuItemFont setFontSize:75]; 
    CCMenuItem *MainMenu = [CCMenuItemFont itemFromString:@"Main Menu" target:self selector:@selector(gotoMainMenu)]; 
    CCMenu *WinMenu = [CCMenu menuWithItems:MainMenu, nil]; 
    [self addChild:WinMenu]; 
    MainMenu.position = ccp(400,500); 

} 
// on "init" you need to initialize your instance 
-(id) init 
{ 
    // always call "super" init 
    // Apple recommends to re-assign "self" with the "super" return value 
    if((self=[super init])) 
    { 
     self.isTouchEnabled = YES; 

     scoreNumber = 10; 

     bg = [CCSprite spriteWithFile:@"metal_background.jpeg"]; 
     bg.position = ccp(512,384); 
     [self addChild:bg]; 

     toolBar = [CCSprite spriteWithFile:@"ToolBar.png"]; 
     toolBar.position = ccp(512,-30); 
     [self addChild:toolBar]; 

     score = [CCLabelAtlas labelWithString:@"" charMapFile:@"ScoreFinal.png" itemWidth:50 itemHeight:75 startCharMap:'.']; 
     [self addChild:score]; 
     score.position = ccp (-100,15); 

     CCLabelTTF *scoreLabel = [CCLabelTTF labelWithString:@"Score:" fontName:@"Marker Felt" fontSize:45]; 
     scoreLabel.position = ccp(score.position.x + 275,score.position.y + 40); 
     scoreLabel.color = ccc3(0, 0, 0); 
     [self addChild:scoreLabel]; 



     star = [CCSprite spriteWithFile:@"Star.png"]; 
     star.position = ccp(400,600); 
     [self addChild:star]; 

     star2 = [CCSprite spriteWithFile:@"Star.png"]; 
     star2.position = ccp(600,600); 

     star3 = [CCSprite spriteWithFile:@"Star.png"]; 
     star3.position = ccp(200,600); 

     player = [CCSprite spriteWithFile:@"ball.png"]; 
     player.position = ccp(500,300); 
     [self addChild:player]; 

     enemy = [CCSprite spriteWithFile:@"SpaceShip.png"]; 
     enemy.position = ccp(150,600); 
     [self addChild:enemy]; 

     enemy2 = [CCSprite spriteWithFile:@"SpaceShip.png"]; 
     enemy2.position = ccp(250,600); 
     [self addChild:enemy2]; 

     enemy3 = [CCSprite spriteWithFile:@"SpaceShip.png"]; 
     enemy3.position = ccp(350,600); 
     [self addChild:enemy3]; 

     [self schedule:@selector(enemyMove) interval:0.01]; 
     [self schedule:@selector(collisionDetection) interval:0.01]; 
     [self schedule:@selector(getStar) interval:0.01]; 

     NSString *string = [NSString stringWithFormat:@"Score: %i", (int)scoreNumber]; 
     [score setString:string]; 

     x = 15; 
     x2 = 15; 
     x3 = 15; 
     y = 15; 

     Bx = 10; 
     By = 10; 

     movePlayer = FALSE; 
     CCRepeatForever *repeat = [CCRepeatForever actionWithAction: [CCRotateBy actionWithDuration:2 angle:360]]; 
     [star runAction:repeat]; 

     star.visible = 1; 

    } 
    return self; 
} 


-(void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { 
    UITouch* myTouch = [touches anyObject]; 
    CGPoint location = [myTouch locationInView: [myTouch view]]; 
    location = [[CCDirector sharedDirector]convertToGL:location]; 


    CGRect playerRect = CGRectMake(player.position.x - (player.contentSize.width/2), 
            player.position.y - (player.contentSize.height/2), 
            player.contentSize.width, 
            player.contentSize.height); 

    CGRect Tlocation = CGRectMake(location.x, location.y, 10, 10); 



    NSLog(@"Touch Began"); 
    if (CGRectIntersectsRect (Tlocation, playerRect)) { 
     player.position = location; 
     movePlayer = TRUE; 
    } 



} 

-(void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { 
    UITouch *myTouch = [touches anyObject]; 
    CGPoint point = [myTouch locationInView:[myTouch view]]; 
    point = [[CCDirector sharedDirector] convertToGL:point]; 

    if (movePlayer == TRUE) { 
     player.position = point; 

     if (player.position.y < 110) { 
      player.position = ccp(player.position.x, 111); 
     } 
    } 

} 

-(void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { 
    NSLog(@"Touch ended"); 

    movePlayer = FALSE; 

} 

-(void) enemyMove { 
    enemy.position = ccp(enemy.position.x + x, enemy.position.y); 
    enemy2.position = ccp(enemy2.position.x - x2, enemy2.position.y); 
    enemy3.position = ccp(enemy3.position.x + x3, enemy3.position.y); 

    if (enemy.position.x > 1024 || enemy.position.x < 0) { 
     x = -x; 
    } 
    if (enemy2.position.x > 1024 || enemy2.position.x < 0) { 
     x2 = -x2; 
    } 
    if (enemy3.position.x > 1024 || enemy3.position.x < 0) { 
     x3 = -x3; 
    } 
    if (enemy.position.y > 768 || enemy.position.y < 120) { 
     y = -y; 
    } 

} 

-(void) collisionDetection { 
    if (CGRectIntersectsRect(player.boundingBox, enemy.boundingBox)) { 
     [self schedule:@selector(collisionAlert)]; 
    } 
    if (CGRectIntersectsRect(player.boundingBox, enemy2.boundingBox)) { 
     [self schedule:@selector(collisionAlert)]; 
    } 
    if (CGRectIntersectsRect(player.boundingBox, enemy3.boundingBox)) { 
     [self schedule:@selector(collisionAlert)]; 
    } 
} 

-(void) getStar { 
    if (CGRectIntersectsRect(player.boundingBox, star.boundingBox)) { 

     NSLog(@"Got Star!"); 

     scoreNumber += 100; 
     NSString *string = [NSString stringWithFormat:@"Score: %i", (int)scoreNumber]; 
     [score setString:string]; 

     [self addChild:star2]; 

     if (star.visible == 1) { 

     } 
    } 
    if (CGRectIntersectsRect(player.boundingBox, star2.boundingBox)) { 

     NSLog(@"Got Star!"); 

     scoreNumber += 100; 
     NSString *string = [NSString stringWithFormat:@"Score: %i", (int)scoreNumber]; 
     [score setString:string]; 

     [self addChild:star3]; 
    } 
    if (CGRectIntersectsRect(player.boundingBox, star3.boundingBox)) { 
     youWin = [CCLabelTTF labelWithString:@"You Win" fontName:@"Marker Felt" fontSize:75]; 
     youWin.position = ccp(500,400); 
     [self addChild:youWin]; 
     [self setUpWinMenu]; 
     NSLog(@"Got Star!"); 


     scoreNumber += 100; 
     NSString *string = [NSString stringWithFormat:@"Score: %i", (int)scoreNumber]; 
     [score setString:string]; 

     player.position = ccp(player.position.x - 10, player.position.y - 20); 
     [self unschedule:@selector(enemyMove)]; 
     [self unschedule:@selector(collisionAlert)]; 
     [self unschedule:@selector(getStar)]; 

    } 


    return; 
} 
-(void) collisionAlert { 
    player.position = ccp(player.position.x - 10, player.position.y - 20); 
    [self unschedule:@selector(enemyMove)]; 
    UIAlertView* dialog = [[UIAlertView alloc] init]; 
    [dialog setDelegate:self]; 
    [dialog setTitle:@"Fail"]; 
    [dialog setMessage:@"You are a Failure!"]; 
    [dialog addButtonWithTitle:@"Goto Main Menu"]; 
    [dialog addButtonWithTitle:@"Retry!"]; 
    [dialog addButtonWithTitle:@"Dont push this button"]; 
    [dialog show]; 
    [dialog release]; 
    [self unschedule:@selector(collisionAlert)]; 
} 
-(void) alertView:(UIAlertView *)alert clickedButtonAtIndex:(NSInteger)buttonIndex { 
    if(buttonIndex == 0) { 
     [[CCDirector sharedDirector] replaceScene:[CCTransitionFlipAngular transitionWithDuration:1 scene:[HelloWorldLayer node]]]; 
    } 
    if (buttonIndex == 1) { 
     [[CCDirector sharedDirector] replaceScene:[Level_1 node]]; 
    } 
    if (buttonIndex == 2) { 

     [self schedule:@selector(noting)]; 
    } 
} 

-(void) gotoMainMenu { 
    [[CCDirector sharedDirector] replaceScene:[CCTransitionJumpZoom transitionWithDuration:1 scene:[HelloWorldLayer node]]]; 
} 

@end 

IM但是也许几个空的方法但是我相信那不是什么导致了问题

+0

基本调试技巧:HTTP://www.learn-cocos2d。 com/2011/10/xcode-4-debugging-crashcourse/ – LearnCocos2D 2012-01-26 23:14:08

回答

3

所有这些对象:

CCSprite *player; 
CCSprite *enemy; 
CCSprite *enemy2; 
CCSprite *enemy3; 
CCSprite *star; 
CCSprite *star2; 
CCSprite *star3; 
CCSprite *bg; 
CCSprite *toolBar; 

正在用自动释放方式分配,如CCSprite spriteWithFile:然后,当你在其他的方法来访问这些对象,就像在ccTouchesBegan: withEvent:做他们已经释放,你会得到你可以做些什么来解决它的EXC_BAD_ACCESS

一件事,就是调用spriteWithFile:方法后跟一个保留的呼叫,像

toolBar = [[CCSprite spriteWithFile:@"ToolBar.png"] retain]; 

但是不要忘记释放你的LEVEL_1的dealloc类保留的对象(我没有看到你的类实现)

-(void) dealloc { 

    [toolBar release]; 
    [super dealloc] 
} 
+0

感谢您的信息! – mattblessed 2012-01-26 23:36:39

+0

@FelipSabino我不明白为什么在'ccTouchesBegan:withEvent:'它们已经被释放,如果它们作为子层添加到图层。如果它们是作为孩子添加的,它们不应该保留吗? – Narek 2014-07-06 12:14:11

0

即使在控制台上看不到任何东西,如果您在调试器下运行应用程序,您应该能够在崩溃时检查调用堆栈。

这将清楚地告诉你,如果你正在访问一些已经释放的对象,或者可能试图发送消息。