2013-03-28 42 views
1
Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'CCSprite is not using the same texture id' 
*** First throw call stack: 
(0x321d22a3 0x39eef97f 0x321d215d 0x32aa7ab7 0x71afd 0x48b61 0xb41cd 0xb1f7d 0xb1e4f 0xb8913 0x4123f 0x40bf5 0x41661 0x3e27f 0x9cf8f 0x9d917 0x9b331 0x33fed5f1 0x33fda801 0x33fda11b 0x35cf05a3 0x35cf01d3 0x321a7173 0x321a7117 0x321a5f99 0x32118ebd 0x32118d49 0x35cef2eb 0x3402e301 0xb0fa3 0x20e8) 
libc++abi.dylib: terminate called throwing an exception 
(lldb) 

以上就是错误,下面是我的代码。我在做什么是我有两个不同的plist和PNG精灵表文件,都含有不同的地砖,但有一艘船和UI。这是在我的负载场景层,基本上在主菜单层它推动一个int其为级别号则根据电平量打开精灵表文件中的负载场景层。这只有当我打开1级的崩溃,然后2级,然后回去和开放水平1,反之亦然。这已经引起了一阵头疼,将是对我的问题的任何援助表示感谢。质地ID没有使用相同的ID

 CGSize winSize = [CCDirector sharedDirector].winSize; 
     [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile: 
     [NSString stringWithFormat:@"clonespritesheet%d.plist", loadlevel]]; 
     mainship = [Ship spriteWithSpriteFrameName:@"mainship.png"]; 
     mainship.position = startingshiplocation; 
     mainship.speed = 10; 
     [self addChild:mainship z:-4]; 

     joystickright = [Joystick spriteWithSpriteFrameName:@"uifirebutton.png"]; 
     joystickleft = [Joystick spriteWithSpriteFrameName:@"uimovementbutton.png"]; 
     joystickleft.up = [[CCSpriteFrameCache sharedSpriteFrameCache]spriteFrameByName:@"uimovementbutton.png"]; 
     joystickleft.down = [[CCSpriteFrameCache sharedSpriteFrameCache]spriteFrameByName:@"uimovementbuttonactive.png"]; 
     joystickright.up = [[CCSpriteFrameCache sharedSpriteFrameCache]spriteFrameByName:@"uifirebutton.png"]; 
     joystickright.down = [[CCSpriteFrameCache sharedSpriteFrameCache]spriteFrameByName:@"uifirebuttonactive.png"]; 

     joystickright.position = startingjoystickrightlocation; 
     joystickleft.position = startingjoystickleftlocation; 
     [self addChild:joystickright z:1]; 
     [self addChild:joystickleft z:1]; 
     level1backdrop2.anchorPoint = ccp(0,0); 
     level1backdrop1.anchorPoint = ccp(0,0); 
     level1backdrop1 = [CCSprite spriteWithSpriteFrameName:@"backdrop.png"]; 
     level1backdrop1.position = ccp(0,190); 
     level1backdrop2 = [CCSprite spriteWithSpriteFrameName:@"backdrop.png"]; 
     level1backdrop2.position = ccp(level1backdrop1.boundingBox.size.width-1,190); 
     [self addChild:level1backdrop1 z: -5]; 
     [self addChild:level1backdrop2 z: -5]; 
     if(loadlevel == 1) 
     { 
     level2backdrop2.anchorPoint = ccp(0,0); 
     level2backdrop1.anchorPoint = ccp(0,0); 
     level2backdrop1 = [CCSprite spriteWithSpriteFrameName:@"backdrop2.png"]; 
     level2backdrop1.position = ccp(0,170); 
     level2backdrop2 = [CCSprite spriteWithSpriteFrameName:@"backdrop2.png"]; 
     level2backdrop2.position = ccp(level2backdrop1.boundingBox.size.width-1,170); 
     [self addChild:level2backdrop1 z: -5]; 
     [self addChild:level2backdrop2 z: -5]; 
     } 


     CCSprite *uiscreenbotttom = [CCSprite spriteWithSpriteFrameName:@"uitemplate.png"]; 
     [self addChild:uiscreenbotttom z:0]; 
     uiscreenbotttom.position = ccp(winSize.width/2,43); 


- (void) loadStartingTiles //16 by 24 
{ 
    [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile: 
    [NSString stringWithFormat:@"clonespritesheet%d.plist", loadlevel]]; 
    for(int i = 0; i < amountblockslevel1; i++) 
    { 
     levelframes[i] =[[CCSpriteFrameCache sharedSpriteFrameCache]spriteFrameByName: 
          [NSString stringWithFormat:@"block%d.png", i]]; 
    } 

    tiles = [CCSpriteBatchNode batchNodeWithFile:[NSString stringWithFormat:@"clonespritesheet%d.png", loadlevel]]; 
    [self addChild:tiles z:-3]; 


    CCSprite *tempsprite; 
    for(int x = 0; x < 26; x++) //minus 1 for one at the begining 
    { 
     for(int y = 0; y < 16; y++) 
     { 
      tempsprite = [CCSprite spriteWithSpriteFrame:levelframes[currentscreen[y][x]]]; 
      tempsprite.position = ccp(x*20+10,(16-y)*20-10); //+10 for align for tile size 
      [tiles addChild:tempsprite]; 
     } 
    } 

} 

回答

1

添加以下代码取代了现场的loadlevel修复了这个问题

[[CCSpriteFrameCache sharedSpriteFrameCache] removeSpriteFrames]; 
[[CCTextureCache sharedTextureCache] removeAllTextures]; 

希望它会有人乐于助人之前!

+2

听起来就像你有两个纹理地图一样(spriteframe)名称的图像,这种不确定性可能导致的Cocos2D引用“错误”的框架 – LearnCocos2D 2013-03-28 09:19:37