-Cocos2D 中的 [_NSCFConstantString纹理] 错误



我正在尝试为游戏创建精灵动画,当用户单击按钮时,它将生成 1 个单位/敌人,这些单位/敌人将在正在运行的动画中在屏幕上移动。目前,当我运行游戏时,它会播放,一旦我尝试生成一个单位,游戏就会崩溃并给我一个 -[__NSCFConstantString纹理]:无法识别的选择器发送到实例0x11a15c错误。

这是单元本身的头文件:

#import <Foundation/Foundation.h>
#import "cocos2d.h"
#import "mainGameLayer.h"
@class MainGameLayer, Waypoint, Tower;
@interface Unit : CCSprite {
    CGPoint myPosition;
    int maxHP;
    int currentHP;
    float walkingSpeed;
    Waypoint *destinationWaypoint;
    BOOL active;
    float centerToBottom;
    float centerToSides;
}
@property (nonatomic, assign) MainGameLayer *theGame;
@property (nonatomic, assign) CCSprite *mySprite;
@property (nonatomic, strong) CCAction *walkAction;
+(id) nodeWithTheGame: (MainGameLayer *)_game;
-(id) initWithTheGame: (MainGameLayer *)_game;
-(void) doActivate;
-(void) getRemoved;
@end

下面是实现文件。"self = super initWithSpriteFrame"行当前抛出警告,指出"不兼容的指针类型将 NSString * 发送到类型为"CCSpriteFrame *"的参数。

此外,"CCSprite *frame = [[CCSpriterameCache....."line 抛出另一个警告,指出"标志 0 会导致 p 转换说明符出现未定义的行为。

#import "Unit.h"
#import "Tower.h"
#import "Waypoint.h"
#define HEALTH_BAR_WIDTH 20
#define HEALTH_BAR_ORIGIN -10
@implementation Unit
@synthesize mySprite, theGame;
+(id) nodeWithTheGame:(MainGameLayer *)_game
{
    return [[self alloc] initWithTheGame:_game];
}
-(id) initWithTheGame:(MainGameLayer *)_game
{
    if ((self = [super initWithSpriteFrame:@"hero_walk_00.png"])) {
        theGame = _game;
        maxHP = 40;
        currentHP = maxHP;
        active = FALSE;
        walkingSpeed = 0.5;
        centerToBottom = 39.0;
        centerToSides = 29.0;
        CCArray *walkFrames = [CCArray arrayWithCapacity: 8];
        for (int i = 0; i < 8; i++) {
            CCSprite *frame = [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:[NSString stringWithFormat:@"hero_walk_%02.png", i]];
            [walkFrames addObject: frame];
        }
        CCAnimation *walkAnimation = [CCAnimation animationWithSpriteFrames:[walkFrames getNSArray] delay:1.0/12.0];
        self.walkAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:walkAnimation]];
        Waypoint *waypoint = (Waypoint *)[theGame.waypoints objectAtIndex:([theGame.waypoints count]-1)];
        destinationWaypoint = waypoint.nextWaypoint;
        CGPoint pos = waypoint.myPosition;
        myPosition = pos;
        [mySprite setPosition: pos];
        [theGame addChild: self];
        [self scheduleUpdate];
    }
    return self;
}
-(void) doActivate
{
    active = TRUE;
}
-(void)  update:(ccTime)dt
{
    if (!active) {
        return;
    }
    if ([theGame circle:myPosition withRadius:1 collisionWithCircle:destinationWaypoint.myPosition collisionCircleRadius:1]) {
        if (destinationWaypoint.nextWaypoint) {
            destinationWaypoint = destinationWaypoint.nextWaypoint;
        } else {
            [theGame getHpDamage];
            [self getRemoved];
        }
    }
    CGPoint targetPoint = destinationWaypoint.myPosition;
    float movementSpeed = walkingSpeed;
    CGPoint normalized = ccpNormalize(ccp(targetPoint.x - myPosition.x, targetPoint.y - myPosition.y));
    mySprite.rotation = CC_RADIANS_TO_DEGREES(atan2(normalized.y, -normalized.x));
    myPosition = ccp(myPosition.x + normalized.x * movementSpeed, myPosition.y + normalized.y * movementSpeed);
    [mySprite setPosition: myPosition];
}
-(void) getRemoved
{
    [self.parent removeChild:self cleanup:YES];
    [theGame.units removeObject: self];
    // Notify the game that we killed an enemy so we can check if we can send another wave
    [theGame enemyGotKilled];
}
-(void) draw
{
    ccDrawSolidRect(ccp(myPosition.x + HEALTH_BAR_ORIGIN, myPosition.y + 16), ccp(myPosition.x + HEALTH_BAR_ORIGIN + HEALTH_BAR_WIDTH, myPosition.y + 14), ccc4f(1.0, 0, 0, 1.0));
    ccDrawSolidRect(ccp(myPosition.x + HEALTH_BAR_ORIGIN, myPosition.y + 16), ccp(myPosition.x + HEALTH_BAR_ORIGIN + (float)(currentHP * HEALTH_BAR_WIDTH)/maxHP, myPosition.y + 14), ccc4f(0, 1.0, 0, 1.0));
}
@end

以下是主游戏层的头文件:

#import <Foundation/Foundation.h>
#import "cocos2d.h"
@interface MainGameLayer : CCLayer {
    CCSpriteBatchNode *_actors;
}
+ (CCScene *) scene;
- (BOOL) circle:(CGPoint)circlePoint withRadius:(float)radius collisionWithCircle:(CGPoint)circlePointTwo collisionCircleRadius:(float)radiusTwo;
void ccFillPoly (CGPoint *poli, int points, BOOL closePolygon);
- (void) enemyGotKilled;
- (void) getHpDamage;
@property (nonatomic, strong) NSMutableArray *towers;
@property (nonatomic, strong) NSMutableArray *waypoints;
@property (nonatomic, strong) NSMutableArray *units;
@end

和实现文件:

#import "MainGameLayer.h"
#import "Tower.h"
#import "Waypoint.h"
#import "Unit.h"

@implementation MainGameLayer
@synthesize towers;
@synthesize waypoints;
@synthesize units;
+ (CCScene *) scene
{
    CCScene *scene = [CCScene node];
    MainGameLayer *layer = [MainGameLayer node];
    [scene addChild: layer];
    return scene;
}
- (id) init
{
    if ((self = [super init])) {
        // Initialize
        self.isTouchEnabled = TRUE;
        CGSize winSize = [CCDirector sharedDirector].winSize;
        // Setting the background (Map)
        CCSprite *background = [CCSprite spriteWithFile:@"layout.png"];
        [self addChild: background];
        [background setPosition: ccp(winSize.width/2, winSize.height/2)];
        [self addWaypoints];
        // In Game Buttons / Menu
        CCMenuItem *sampleButton = [CCMenuItemImage itemWithNormalImage:@"sample.jpg" selectedImage:@"sample.jpg" target:self selector:@selector(samplePurchased:)];
        CCMenu *PurchaseUI = [CCMenu menuWithItems:sampleButton, nil];
        [PurchaseUI setScale:0.5];
        [PurchaseUI setPosition:ccp(63, 51)];
        [PurchaseUI alignItemsHorizontally];
        PurchaseUI.isTouchEnabled = TRUE;
        [self addChild: PurchaseUI];
        // Set up the sprite sheets (Currently in testing)
        [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"pd_sprites.plist"];
        _actors = [CCSpriteBatchNode batchNodeWithFile:@"pd_sprites.pvr.ccz"];
        [_actors.texture setAliasTexParameters];
        [self addChild: _actors];
    }
    return self;
}
-(BOOL) canBuyTower
{
    return YES;
}
-(void) ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
    for (UITouch *touch in touches) {
        CGPoint location = [touch locationInView: [touch view]];
        location = [[CCDirector sharedDirector] convertToGL: location];
        CCLOG(@"X: %f Y: %f", location.x, location.y);
        if ([self canBuyTower]) {
            // Spend the gold later
            Tower *tower = [Tower nodeWithTheGame:self location: location];
            [towers addObject: tower];
        }
    }
}
-(void) addWaypoints
{
    waypoints = [[NSMutableArray alloc] init];
    Waypoint * waypoint1 = [Waypoint nodeWithTheGame:self location:ccp(-25,360)];
    [waypoints addObject:waypoint1];
    Waypoint * waypoint2 = [Waypoint nodeWithTheGame:self location:ccp(73,360)];
    [waypoints addObject:waypoint2];
    waypoint2.nextWaypoint =waypoint1;
    Waypoint * waypoint3 = [Waypoint nodeWithTheGame:self location:ccp(467,360)];
    [waypoints addObject:waypoint3];
    waypoint3.nextWaypoint =waypoint2;
    Waypoint * waypoint4 = [Waypoint nodeWithTheGame:self location:ccp(905,360)];
    [waypoints addObject:waypoint4];
    waypoint4.nextWaypoint =waypoint3;
    Waypoint * waypoint5 = [Waypoint nodeWithTheGame:self location:ccp(1050,360)];
    [waypoints addObject:waypoint5];
    waypoint5.nextWaypoint =waypoint4;
}
-(BOOL) circle:(CGPoint)circlePoint withRadius:(float)radius collisionWithCircle:(CGPoint)circlePointTwo collisionCircleRadius:(float)radiusTwo
{
    float xdif = circlePoint.x - circlePointTwo.x;
    float ydif = circlePoint.y - circlePointTwo.y;
    float distance = sqrt(xdif*xdif + ydif*ydif);
    if (distance <= radius + radiusTwo) {
        return TRUE;
    }
    return FALSE;
}
-(void) samplePurchased: (id)sender
{
    Unit *tempUnit = [Unit nodeWithTheGame: self];
    [units addObject: tempUnit];
    [tempUnit doActivate];
}
@end

我基本上只是在研究雷·温德利希网站上的一些教程;我以前没有遇到过任何这些错误,也无法在 Google 上找到太多帮助。这里的任何帮助都非常感谢!提前谢谢你!

编辑:进行更改后,我现在在屏幕上移动了一个不可见的精灵。精灵的生命条将出现并在屏幕上移动,但实际的精灵/动画本身不会。这有什么原因吗?

[super initWithSpriteFrame:@"hero_walk_00.png"]

需要 CCSpriteFrame* 作为参数,而不是 NSString*。这就是为什么您会收到此行的编译器警告 - 不要忽略编译器警告!

修复很简单,使用正确的初始值设定项:

[super initWithSpriteFrameName:@"hero_walk_00.png"]

这将返回一个 CCSpriteFrame* 而不是 CCSprite*:

CCSprite *frame = [[CCSpriteFrameCache sharedSpriteFrameCache] 
             spriteFrameByName:[NSString stringWithFormat:@"hero_walk_%02.png", i]];

因此,另一个警告。修复:

CCSpriteFrame *frame = ...

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