0

我目前在我的 Level1.m 文件中运行这个代码块,这是我游戏第一关的场景。

#import "BankerL1.h"
#import "GameOverScene.h"
#import "BankerGameWin1.h"

// HelloWorldLayer implementation
@implementation BankerL1Layer
@synthesize label = _label;
@synthesize Banker = _Banker;
@synthesize WalkAction = _WalkAction;
@synthesize MoveAction = _MoveAction;

+(CCScene *) scene
{
// 'scene' is an autorelease object.
CCScene *scene = [CCScene node];

// 'layer' is an autorelease object.
BankerL1Layer *layer = [BankerL1Layer node];

// add layer as a child to scene
[scene addChild: layer];

// return the scene
return scene;
}

// on "init" you need to initialize your instance
-(id) init
{
// always call "super" init
// Apple recommends to re-assign "self" with the "super" return value
if( (self=[super init])) {

    CGSize winSize = [[CCDirector sharedDirector] winSize];

    CCSprite *background = [CCSprite spriteWithFile:@"Ninja Menu Background.png"];
    background.position = ccp(winSize.width/2, winSize.height/2);
    [self addChild:background z:-1];

    CCLabelTTF *Levelcounter = [CCLabelTTF labelWithString:@"Level 1" fontName:@"Marker         Felt" fontSize:40];
    Levelcounter.position =  ccp(winSize.width * 0.80,winSize.height * 0.92);
    [self addChild: Levelcounter];

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

    CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNode     batchNodeWithFile:@"GreenorcSpriteSheet_default.png"];
    [self addChild:spriteSheet];

    NSMutableArray *walkAnimFrames = [NSMutableArray array];
    for(int i = 1; i <=6; ++i) {
        [walkAnimFrames addObject: [[CCSpriteFrameCache sharedSpriteFrameCache]     spriteFrameByName: [NSString stringWithFormat:@"Greenorc%d.png", i]]];

    }
    CCAnimation *walkAnim = [CCAnimation animationWithFrames:walkAnimFrames delay:0.1f];
    self.Banker = [CCSprite spriteWithSpriteFrameName:@"Greenorc1.png"];
    _Banker.position = ccp(winSize.width/2, (winSize.height/2)-190);
    self.WalkAction = [CCRepeatForever actionWithAction:[CCAnimate     actionWithAnimation:walkAnim restoreOriginalFrame:NO]];
    //[_Banker runAction:_WalkAction];
    [spriteSheet addChild:_Banker];

    self.isTouchEnabled = YES;

    _targets = [[NSMutableArray alloc] init];

}
return self;
}

- (void) onEnter
{
// First, call super if you override this. ALWAYS.
[super onEnter];

[self schedule:@selector(gameLogic:) interval:1.5];
[self scheduleUpdate]; // use this instead of schedule: if it's for an update method.

}

//Implements the Callback function above
-(void)gameLogic:(ccTime)dt {
[self addTarget];

}

-(void)spriteMoveFinished:(id)sender {
CCSprite *sprite = (CCSprite *)sender;
[self removeChild:sprite cleanup:YES];

if (sprite.tag == 1) { // target
    [_targets removeObject:sprite];

    GameOverScene *gameOverScene = [GameOverScene node];
    [gameOverScene.layer.label setString:@"You Lose :["];
    [[CCDirector sharedDirector] replaceScene:gameOverScene];

} else if (sprite.tag == 2) { // projectile
    [_targets removeObject:sprite];
}
}

//Adds the "targets" or in this case enemies, to the scene and spawns/moves them
-(void)addTarget {

CCSprite *target = [CCSprite spriteWithFile:@"seeker.png"
rect:CGRectMake(0, 0, 40, 40)];

target.tag = 1;
[_targets addObject:target];

// Determine where to spawn the target along the X axis
CGSize winSize = [[CCDirector sharedDirector] winSize];
int minX = target.contentSize.height/2;
int maxX = winSize.height - target.contentSize.height/2;
int rangeX = maxX - minX;
int actualX = (arc4random() % rangeX) + minX;//Randomizes the place it will spawn on X-    Axis

// Create the target slightly off-screen along the top edge,
// and along a random position along the Y axis as calculated above
target.position = ccp(actualX, winSize.height + (target.contentSize.height/2));
[self addChild:target];

// Determine speed of the target
int minDuration = 2.0;
int maxDuration = 5.0;
int rangeDuration = maxDuration - minDuration;
int actualDuration = (arc4random() % rangeDuration) + minDuration;//Speed is randomized     between 2 and 5

// Create the actions
id actionMove = [CCMoveTo actionWithDuration:actualDuration
                                    position:ccp(actualX, -target.contentSize.height/2)];
id actionMoveDone = [CCCallFuncN actionWithTarget:self
                                         selector:@selector(spriteMoveFinished:)];
[target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]];

}

//WHEN THE THINGS COLLIDE, THEY DISSAPEAR
- (void)update:(ccTime)dt {
CGSize winSize = [[CCDirector sharedDirector] winSize];

NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init];
for (CCSprite *target in _targets) {
    CGRect targetRect = CGRectMake(
                                       target.position.x - (target.contentSize.width/2),
                                       target.position.y - (target.contentSize.height/2),
                                       target.contentSize.width,
                                       target.contentSize.height);
    BOOL playerHit = FALSE;
    for (CCSprite *player in _targets) {
        CGRect playerRect = CGRectMake(
                                       player.position.x - (player.contentSize.width/2),
                                       player.position.y - (player.contentSize.height/2),
                                       player.contentSize.width,
                                       player.contentSize.height);

        if (CGRectIntersectsRect(playerRect, targetRect)) {
            //[targetsToDelete addObject:target];
            playerHit = TRUE;
                [targetsToDelete addObject:target];

            break;
        }
    }

    for (CCSprite *target in targetsToDelete) {
        [_targets removeObject:target];
        [self removeChild:target cleanup:YES];

        _targetsDestroyed++;
        [_label setString:[NSString stringWithFormat:@""]];
        if (_targetsDestroyed > 30) {
            GameWinScene *gameWinScene = [GameWinScene node];
            _targetsDestroyed = 0;
            [[CCDirector sharedDirector] replaceScene:gameWinScene];
        } else{
            NSString *killcounttext = [NSString stringWithFormat:@"Catches: %i",     _targetsDestroyed];
            self.label = [CCLabelTTF labelWithString:killcounttext fontName:@"Zapfino"     fontSize:20];
            _label.color = ccc3(225,225,225);
            _label.position = ccp(winSize.width * 0.20,winSize.height * 0.92);
            [self addChild:_label];
        }
    }

    if (targetsToDelete.count > 0) {
        [targetsToDelete addObject:target];
    }
    [targetsToDelete release];
}

for (CCSprite *target in targetsToDelete) {
    [_targets removeObject:target];
    [self removeChild:target cleanup:YES];
    //[[SimpleAudioEngine sharedEngine] playEffect:@"ProjectileHit.wav"];
}
[targetsToDelete release];
}

-(void) registerWithTouchDispatcher
{
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0
                                          swallowsTouches:YES];
}

-(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
return YES;
}

-(void) ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event {
CGPoint touchLocation = [touch locationInView: [touch view]];
touchLocation = [[CCDirector sharedDirector] convertToGL: touchLocation];
touchLocation = [self convertToNodeSpace:touchLocation];

float bankerVelocity = 320.0/2.0;

CGPoint moveDifference = ccpSub(touchLocation, _Banker.position);

float distanceToMove = ccpLength(moveDifference);

float moveDuration = distanceToMove / bankerVelocity;

    if (moveDifference.x < 0) {
    _Banker.flipX = NO;
    } else {
    _Banker.flipX = YES;
    }

[_Banker stopAction:_MoveAction];

if (!_Moving) {
    [_Banker runAction:_WalkAction];
}
self.MoveAction = [CCSequence actions:
                   [CCMoveTo actionWithDuration:moveDuration position:touchLocation],
                   [CCCallFunc actionWithTarget:self selector:@selector(bearMoveEnded)],
                   nil];

[_Banker runAction:_MoveAction];
_Moving = TRUE;

}

-(void)bearMoveEnded {
[_Banker stopAction:_WalkAction];
_Moving = FALSE;
}

// on "dealloc" you need to release all your retained objects
- (void) dealloc
{
// in case you have something to dealloc, do it in this method
// in this particular example nothing needs to be released.
// cocos2d will automatically release all the children (Label)
self.Banker = nil;
self.WalkAction = nil;

// don't forget to call "super dealloc"
[super dealloc];
}
@end

场景开始,一切正常,除了添加目标(这是我认为正在发生的事情)游戏冻结和崩溃。我不知道添加的目标是否是导致崩溃的原因,但似乎每当目标启动时,它就会崩溃。

调试器中没有任何内容表明游戏崩溃,即使游戏被冻结,Xcode 仍然在运行。请帮助:/谢谢

4

1 回答 1

0

在方法中保留_targets数组,init如下所示:_targets = [[[NSMutableArray alloc] init] retain];

于 2012-07-21T04:35:17.307 回答