Objective c 在sprite.runAction之后调用块时崩溃
我的目标C有问题。 我正试着在我移动了一个精灵后呼叫一个街区 我试图实现的简短版本是,我想移动阵列中的所有敌人,当每个敌人完成移动后,我想检查它们是否发生碰撞 下面的简化代码显示了我正在尝试做的事情 我的演员类定义如下Objective c 在sprite.runAction之后调用块时崩溃,objective-c,ios,cocos2d-iphone,objective-c-blocks,Objective C,Ios,Cocos2d Iphone,Objective C Blocks,我的目标C有问题。 我正试着在我移动了一个精灵后呼叫一个街区 我试图实现的简短版本是,我想移动阵列中的所有敌人,当每个敌人完成移动后,我想检查它们是否发生碰撞 下面的简化代码显示了我正在尝试做的事情 我的演员类定义如下 // ----------------------------- // Actor.h #import <Foundation/Foundation.h> #import "cocos2d.h" #import "ScreenObject.h" typedef v
// -----------------------------
// Actor.h
#import <Foundation/Foundation.h>
#import "cocos2d.h"
#import "ScreenObject.h"
typedef void (^actorMoveComplete)(void);
@interface Actor : ScreenObject
{
// actorMoveComplete onMoveComplete;
}
@property (nonatomic) BOOL isMoving;
@property (readwrite, copy) actorMoveComplete onMoveComplete;
@property (nonatomic, retain) CCSprite* sprite;
-(void) moveTo:(CGPoint)targetPosition Speed:(float) speed withCallback:(actorMoveComplete)moveComplete;
@end
// -----------------------------
// Actor.m
#import "Actor.h"
@implementation Actor
@synthesize onMoveComplete;
@synthesize sprite;
-(void) moveTo:(CGPoint)targetPosition Speed:(float) speed withCallback:(actorMoveComplete)moveComplete;
{
onMoveComplete = moveComplete;
id actionMove = [CCMoveTo actionWithDuration:speed position:targetPosition];
id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)];
[super.sprite runAction:[CCSequence actions:actionMove, actionMoveDone, nil]];
}
-(void) spriteMoveFinished:(id) sender
{
isMoving = NO;
if (onMoveComplete != nil)
onMoveComplete();
}
@end
我的主课是这样的
//------------------------------
//
// GameLayer.h
#import "cocos2d.h"
#import "Actor.h"
@interface GameLayer : CCLayerColor
{
}
@property (nonatomic, copy) NSMutableArray *enemies;
- (void) updateEnemies;
- (void) checkForCollision:(Actor*)actor;
- (BOOL) isMapGridClear:(CGPoint)mapGrid excludeActor:(Actor*)actor;
@end
//------------------------------
// GameLayer.m
#import "GameLayer.h"
@implementation GameLayer
@synthesize enemies;
- (void) updateEnemies
{
for (Actor *enemy in enemies)
{
//
CGPoint newPosition = [self getNewPosition:enemy]; /* method to figure out new position */
[enemy moveDelta:ccp(dX, dY) Speed:enemySpeed withCallback:^{
[self checkForCollision:enemy];
}];
}
}
- (void) checkForCollision:(Actor*)actor
{
if (![self isMapGridClear:actor.gridPosition excludeActor:actor])
{
actor.isCrashed=YES;
[actor loadSprite:self spriteImage:@"crashed.png"];
}
}
- (BOOL) isMapGridClear:(CGPoint)mapGrid excludeActor:(Actor*)actor
{
/* Actual method figures out if there was a collision */
return YES;
}
@end
不幸的是,当我调用onMoveComplete块时,我总是得到一个EXC\u BAD\u访问错误
有趣的是,如果我尝试调用moveTo方法中的块,它会工作(但我当然希望在移动完成后触发它)
谁能帮我解决我做错了什么。我是否使用了正确的机制
(对格式不正确、代码段不完整表示歉意)您正确地将属性声明为copy,但您将实例变量直接设置为块的地址,而不使用生成的访问器。这意味着块在调用之前不会被复制和销毁
使用
self.onMoveCompleted=moveCompleted
分配块,您会很好。非常感谢Sven。整个下午我都在胡思乱想。我没有意识到我需要“自我”。我假设它在相同的上下文中,所以不需要它。我来自C++和C语言背景,所以这对我来说是一个全新的领域。
//------------------------------
//
// GameLayer.h
#import "cocos2d.h"
#import "Actor.h"
@interface GameLayer : CCLayerColor
{
}
@property (nonatomic, copy) NSMutableArray *enemies;
- (void) updateEnemies;
- (void) checkForCollision:(Actor*)actor;
- (BOOL) isMapGridClear:(CGPoint)mapGrid excludeActor:(Actor*)actor;
@end
//------------------------------
// GameLayer.m
#import "GameLayer.h"
@implementation GameLayer
@synthesize enemies;
- (void) updateEnemies
{
for (Actor *enemy in enemies)
{
//
CGPoint newPosition = [self getNewPosition:enemy]; /* method to figure out new position */
[enemy moveDelta:ccp(dX, dY) Speed:enemySpeed withCallback:^{
[self checkForCollision:enemy];
}];
}
}
- (void) checkForCollision:(Actor*)actor
{
if (![self isMapGridClear:actor.gridPosition excludeActor:actor])
{
actor.isCrashed=YES;
[actor loadSprite:self spriteImage:@"crashed.png"];
}
}
- (BOOL) isMapGridClear:(CGPoint)mapGrid excludeActor:(Actor*)actor
{
/* Actual method figures out if there was a collision */
return YES;
}
@end