Cocos2D:将精灵和动画子类化为 CCLayer 给我带来了麻烦

发布于 2024-11-03 20:03:20 字数 3983 浏览 2 评论 0原文

我开始尝试使用 Cocos2D 和 Tiled,并将玩家精灵和动作与其他所有内容一起编码在 CCLayer 中。在继续之前,我想将播放器子类化为 CCLayer,我希望这是正确的。

我的头文件和主要代码如下:

HeroClass.h

#import <Foundation/Foundation.h>
#import "cocos2d.h"

@interface HeroClass : CCLayer {
    CCSprite *_hero;
    CCAction *_heroSpriteFlyAction;

}

@property(nonatomic, retain) CCSprite *hero;
@property(nonatomic, retain) CCAction *heroSpriteFlyAction;

@end

HeroClass.m

#import "HeroClass.h"

@implementation HeroClass

@synthesize hero =_hero;
@synthesize heroSpriteFlyAction = _heroSpriteFlyAction;

-(id) init{
    self = [super init];
    if (!self) {
        return nil;
    }

    [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"heroTestSheet.plist"];

    CCSpriteBatchNode *heroSpriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"heroTestSheet.png"];

    [self addChild:heroSpriteSheet];

    NSMutableArray *heroSpriteFlyAnimFrames = [NSMutableArray array];
    for(int i = 1; i <= 2; ++i) {
        [heroSpriteFlyAnimFrames addObject:
         [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
          [NSString stringWithFormat:@"heroFrame%d.png", i]]];
    }

    CCAnimation *heroSpriteFlyAnim = [CCAnimation animationWithFrames:heroSpriteFlyAnimFrames delay:0.03f];

    self = [CCSprite spriteWithSpriteFrameName:@"heroFrame1.png"];  

    _heroSpriteFlyAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:heroSpriteFlyAnim restoreOriginalFrame:NO]];
    [self runAction:_heroSpriteFlyAction];

    [heroSpriteSheet addChild:self];


    return self;
}

- (void) dealloc{
    self.hero = nil;
    self.heroSpriteFlyAction = nil;
    [super dealloc];
}

@end

我认为我想要实现的想法是我可以将此类中的内容作为其他文件中的属性进行访问。上面的代码在我构建时没有给出错误,但也许我没有做正确的事情。我在迁移中遇到的问题是我的 CCLayer 类 DebugZoneLayer 中现在发生的情况,它创建地图并应该添加我的玩家精灵,但给了我错误。

在 DebugZoneLayer.h 中,我导入了 HeroClass.h 并从英雄精灵的 HeroClass 中创建了一个指针,并为其赋予了一个属性。这里没有错误,但这可能是我出错的地方的开始:

#import "cocos2d.h"
#import "HeroClass.h"
@class HeroClass;

// DebugZone Layer
@interface DebugZoneLayer : CCLayer {

    HeroControl *heroControl;

    HeroClass *hero;    

    CCTMXTiledMap *theMap;
    CCTMXLayer *blocksCollidable;
    CCTMXLayer *invisiblePropertiesLayer;   
}


@property(nonatomic, retain) CCSprite *hero;

在 DebugZoneLayer.m 中,当我合成英雄时,它给出错误“属性'英雄'的类型与 ivar '英雄'的类型不匹配

@synthesize hero;

其余的该文件给了我更多与引用英雄相关的错误,但至少这是它开始的地方

(已更新)

只是想提一下,因为这个问题已解决,所以我清除了 HeroClass.m 中的一些主要问题。这导致了崩溃:

#import "HeroClass.h"

@implementation HeroClass

@synthesize heroSprite =_heroSprite;
@synthesize heroSpriteSheet =_heroSpriteSheet;
@synthesize heroSpriteFlyAction = _heroSpriteFlyAction;

-(id) init{
    self = [super init];
    if (!self) {
        return nil;
    }

    [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"heroTestSheet.plist"];

    _heroSpriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"heroTestSheet.png"];

    //[self addChild:_heroSpriteSheet];

    NSMutableArray *heroSpriteFlyAnimFrames = [NSMutableArray array];
    for(int i = 1; i <= 2; ++i) {
        [heroSpriteFlyAnimFrames addObject:
         [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
          [NSString stringWithFormat:@"heroFrame%d.png", i]]];
    }

    CCAnimation *heroSpriteFlyAnim = [CCAnimation animationWithFrames:heroSpriteFlyAnimFrames delay:0.03f];

    _heroSprite = [CCSprite spriteWithSpriteFrameName:@"heroFrame1.png"];  

    _heroSpriteFlyAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:heroSpriteFlyAnim restoreOriginalFrame:NO]];
    [self runAction:_heroSpriteFlyAction];

    [_heroSpriteSheet addChild:_heroSprite];


    return self;
}

- (void) dealloc{
    self.heroSprite = nil;
    self.heroSpriteSheet = nil;
    self.heroSpriteFlyAction = nil;
    [super dealloc];
}

@end

I started experimenting with Cocos2D with Tiled, and had the player sprite and actions coded within a CCLayer along with everything else. Before continuing on, I wanted to subclass the player into a CCLayer, which I hope is correct.

My header and main code is as follows:

HeroClass.h

#import <Foundation/Foundation.h>
#import "cocos2d.h"

@interface HeroClass : CCLayer {
    CCSprite *_hero;
    CCAction *_heroSpriteFlyAction;

}

@property(nonatomic, retain) CCSprite *hero;
@property(nonatomic, retain) CCAction *heroSpriteFlyAction;

@end

HeroClass.m

#import "HeroClass.h"

@implementation HeroClass

@synthesize hero =_hero;
@synthesize heroSpriteFlyAction = _heroSpriteFlyAction;

-(id) init{
    self = [super init];
    if (!self) {
        return nil;
    }

    [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"heroTestSheet.plist"];

    CCSpriteBatchNode *heroSpriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"heroTestSheet.png"];

    [self addChild:heroSpriteSheet];

    NSMutableArray *heroSpriteFlyAnimFrames = [NSMutableArray array];
    for(int i = 1; i <= 2; ++i) {
        [heroSpriteFlyAnimFrames addObject:
         [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
          [NSString stringWithFormat:@"heroFrame%d.png", i]]];
    }

    CCAnimation *heroSpriteFlyAnim = [CCAnimation animationWithFrames:heroSpriteFlyAnimFrames delay:0.03f];

    self = [CCSprite spriteWithSpriteFrameName:@"heroFrame1.png"];  

    _heroSpriteFlyAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:heroSpriteFlyAnim restoreOriginalFrame:NO]];
    [self runAction:_heroSpriteFlyAction];

    [heroSpriteSheet addChild:self];


    return self;
}

- (void) dealloc{
    self.hero = nil;
    self.heroSpriteFlyAction = nil;
    [super dealloc];
}

@end

I think the idea I want to achieve is that I can access things in this class as properties in other files. The code above gives no errors when I build it, but maybe I didn't do something right. The problem I'm having with the migration is what is happening now in my CCLayer class DebugZoneLayer, which creates the map and is supposed to add my player sprite but is giving me errors.

In DebugZoneLayer.h I imported the HeroClass.h and made a pointer from the HeroClass of the hero sprite and gave it a property. No errors here but it may be the start of where I'm going wrong:

#import "cocos2d.h"
#import "HeroClass.h"
@class HeroClass;

// DebugZone Layer
@interface DebugZoneLayer : CCLayer {

    HeroControl *heroControl;

    HeroClass *hero;    

    CCTMXTiledMap *theMap;
    CCTMXLayer *blocksCollidable;
    CCTMXLayer *invisiblePropertiesLayer;   
}


@property(nonatomic, retain) CCSprite *hero;

In DebugZoneLayer.m, when I synthesize hero, it gives the error "Type of property 'hero' does not match type of ivar 'hero'

@synthesize hero;

The rest of the file gives me more errors related to anything referencing hero, but at least that's where it starts.

EDIT (updated)

Just wanted to mention, since this was solved I cleared up some major issues in HeroClass.m which was causing a crash:

#import "HeroClass.h"

@implementation HeroClass

@synthesize heroSprite =_heroSprite;
@synthesize heroSpriteSheet =_heroSpriteSheet;
@synthesize heroSpriteFlyAction = _heroSpriteFlyAction;

-(id) init{
    self = [super init];
    if (!self) {
        return nil;
    }

    [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"heroTestSheet.plist"];

    _heroSpriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"heroTestSheet.png"];

    //[self addChild:_heroSpriteSheet];

    NSMutableArray *heroSpriteFlyAnimFrames = [NSMutableArray array];
    for(int i = 1; i <= 2; ++i) {
        [heroSpriteFlyAnimFrames addObject:
         [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
          [NSString stringWithFormat:@"heroFrame%d.png", i]]];
    }

    CCAnimation *heroSpriteFlyAnim = [CCAnimation animationWithFrames:heroSpriteFlyAnimFrames delay:0.03f];

    _heroSprite = [CCSprite spriteWithSpriteFrameName:@"heroFrame1.png"];  

    _heroSpriteFlyAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:heroSpriteFlyAnim restoreOriginalFrame:NO]];
    [self runAction:_heroSpriteFlyAction];

    [_heroSpriteSheet addChild:_heroSprite];


    return self;
}

- (void) dealloc{
    self.heroSprite = nil;
    self.heroSpriteSheet = nil;
    self.heroSpriteFlyAction = nil;
    [super dealloc];
}

@end

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评论(2

少钕鈤記 2024-11-10 20:03:20

这与您的问题并非100%相关..但您的财产还有其他问题。

您将属性定义为retain,并在dealloc函数中释放它,但实际上您从未保留该对象。

_heroSprite = [CCSprite spriteWithSpriteFrameName:@"heroFrame1.png"];

在这个位置, _heroSprite 变量包含启用了自动释放的精灵...您不保留它。

当然,您不会松开它,因为它会被这条线保留:

[heroSpriteSheet addChild:_heroSprite];

但当子项从工作表中移除时,它会被释放。

所以这在 dealloc 中是不必要的: self.heroSprite = nil;[_heroSprite release]; 甚至会让你的代码崩溃。

正如前面所说,代码可以工作,但是当你稍后查看它时,你可能会感到困惑。

您应该将探针声明为(非原子,分配)或正确保留它

self.herosprite = [CCSprite spriteWithSpriteFrameName:@"heroFrame1.png"];

This is not 100% related to your problem .. but you have another issues with your properties.

You define your property as retain, and you release it in the dealloc function, but actually you never retain the object.

_heroSprite = [CCSprite spriteWithSpriteFrameName:@"heroFrame1.png"];

at this position the _heroSprite variable contains the sprite with autorelease enabled... you don't retain it.

Of course you don't loose it, because it will get retained by this line:

[heroSpriteSheet addChild:_heroSprite];

but it will get released when the child is removed from the sheet.

so this is unnecessary in dealloc: self.heroSprite = nil; and [_heroSprite release]; would even crash your code.

As said before, the code works, but when you look over it later, you might get confused.

You should declare the proberty as (nonatomic, assign) or retain it properly with

self.herosprite = [CCSprite spriteWithSpriteFrameName:@"heroFrame1.png"];
‘画卷フ 2024-11-10 20:03:20

尝试将 DebugZoneLayer 类中的属性从: 更改

@property(nonatomic, retain) CCSprite *hero;

为:

@property(nonatomic, retain) HeroClass *hero;

Trying changing your property in the DebugZoneLayer class from:

@property(nonatomic, retain) CCSprite *hero;

To:

@property(nonatomic, retain) HeroClass *hero;
~没有更多了~
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