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看来我的角色似乎使用 CCAnimation 和 Cocoa2d 3.x 按预期制作动画。问题是当我将 CCAnimatedSprite 设置为具有physicsBody 时,就像我之前的 CCSprite 所做的那样,我遇到了崩溃

Aborting due to Chipmunk error: Body's moment is NaN.
    Failed condition: body->i == body->i && body->i_inv == body->i_inv
    Source:/Users/Jason/Desktop/RPGGame/RPG/Libraries/Chipmunk/chipmunk/src/cpBody.c:114

但是,如果我删除这一行:

mainChar.physicsBody = [CCPhysicsBody bodyWithRect:(CGRect){CGPointZero, mainChar.contentSize} cornerRadius:0];

崩溃消失了,但物理并没有应用于我的 CCAnimatedSprite,我该如何解决这个问题,为什么这条线会导致它?

初始化我的 CCAnimatedSprite 的完整代码:

 CCTiledMapObjectGroup *objects0  =    [levelOneMap objectGroupNamed:@"mainChar"];
    NSMutableDictionary *startPoint0 =    [objects0 objectNamed:@"startPosition"];
    int x0 = [[startPoint0 valueForKey:@"x"] intValue];
    int y0 = [[startPoint0 valueForKey:@"y"] intValue];
    self.mainChar     = [CCAnimatedSprite animatedSpriteWithPlist:@"AnimateChar.plist"];
    mainChar.position = ccp(x0,y0);
    mainChar.physicsBody = [CCPhysicsBody bodyWithRect:(CGRect){CGPointZero, mainChar.contentSize} cornerRadius:0];
    mainChar.physicsBody.collisionGroup = @"groupPlayer";
    mainChar.physicsBody.collisionType = @"collisionPlayer";
    [mainChar addAnimationwithDelayBetweenFrames:0.1f name:@"AnimateChar"];
    [mainChar setFrame:@"AnimateChar-1.png"];

    [self.physicsWorldNode addChild: mainChar];
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1 回答 1

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只需通过移动固定它

物理体上方的 [mainChar setFrame] 行,它运行良好。菜鸟错误^^

于 2014-06-17T18:53:08.553 回答