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ios - -Cocos2D中的[_NSCFConstantString纹理]错误

转载 作者:行者123 更新时间:2023-11-29 03:30:58 26 4
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我正在尝试为一款游戏创建 sprite 动画,当用户点击一个按钮时,它会生成 1 个单位/敌人,这些单位/敌人会在运行动画中穿过屏幕。目前,当我运行游戏时,它会运行,一旦我尝试生成一个单位,游戏就会崩溃并给我一个 -[__NSCFConstantString texture]: unrecognized selector sent to instance 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' 行当前发出警告,指出“不兼容的指针类型将 NSString * 发送到 'CCSpriteFrame *' 类型的参数。

此外,“CCSprite *frame = [[CCSpriterameCache.....”行抛出另一个警告,指出“标志 0 导致带有 p 转换说明符的未定义行为。”

#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

这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 Ray Wenderlich 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。非常感谢这里的任何帮助!提前致谢!

编辑:进行更改后,我现在看到一个不可见的 Sprite 在屏幕上移动。 Sprite 的健康栏会出现并在屏幕上移动,但不会出现实际的 Sprite /动画本身。有什么原因吗?

最佳答案

[super initWithSpriteFrame:@"hero_walk_00.png"]

期望 CCSpriteFrame* 作为参数,而不是 NSString*。这就是您收到此行的编译器警告的原因 - 不要忽略编译器警告!

修复很简单,使用正确的初始化器:

[super initWithSpriteFrameName:@"hero_walk_00.png"]

这会返回一个 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 = ...

关于ios - -Cocos2D中的[_NSCFConstantString纹理]错误,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/19783982/

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