我在以下设备上运行我的 spritekit 游戏:iPhone 5s、iPhone 4s、iPad air 和 iPad mini。该应用程序运行和除 4s 之外的所有设备。在 4s 上,当应用程序转换到包含 SKPhysicsContactDelegate 的场景时应用程序崩溃,例如:
class PlayScene: SKScene, SKPhysicsContactDelegate, ADBannerViewDelegate {
enum ColliderType: UInt32 {
case narrowCategory = 1
case bigCategory = 2
case smallCategory = 4
case roundCategory = 8
}
var narrow = SKSpriteNode(imageNamed: "Narrow")
var big = SKSpriteNode(imageNamed: "Big")
override func didMoveToView(view: SKView) {
........ }
应用程序崩溃时出现的错误消息是:thread 1 exc_breakpoint (code=exc_arm_breakpoint, subcode = 0xe7ffdefe)。
最初,错误在我添加背景音乐的这一行停止了应用程序(这对我来说没有任何意义,因为这一行也在没有 SKPhysicsContactDelegate 的其他场景之一中,但它运行顺利):
var backgroundMusicURL: NSURL = NSBundle.mainBundle().URLForResource("LevelOne", withExtension: "wav")!
当我注释掉背景音乐时,应用程序在这一行崩溃了
NSNotificationCenter.defaultCenter().addObserver(self, selector: Selector("addPlay"), name: "AddPlay", object: nil)
在我再次将其注释掉后,错误跳转到这一行
narrow.physicsBody?.mass = 0.0001
那么这个
narrow.physicsBody?.allowsRotation = true
当我注释掉它之前崩溃的任何行时,错误一直在移动。一旦我删除了背景音乐和我调用到我的 didMoveToView(view: SKView) 中添加或修改新的或现有的 spritenodes 的所有函数,应用程序就会停止崩溃,这些函数之一的示例如下:
func addDiamond() {
var diamond = SKSpriteNode(texture: diamondTexture)
diamond.name = "diamond"
diamond.physicsBody = SKPhysicsBody(circleOfRadius: diamond.size.width/2)
diamond.zPosition = 1
diamond.physicsBody?.mass = 0.01
diamond.physicsBody?.allowsRotation = true
diamond.physicsBody?.dynamic = true
diamond.physicsBody?.affectedByGravity = false
diamond.setScale(0.75)
diamond.physicsBody?.categoryBitMask = diamondCategory
diamond.physicsBody?.contactTestBitMask = laserCategory
diamond.physicsBody?.collisionBitMask = laserCategory
// setting the position
let minX = diamond.size.width/2
let maxX = self.frame.size.width - diamond.size.width/2
let rangeX = maxX - minX
let positionX: CGFloat = round(CGFloat(arc4random()) % CGFloat(rangeX) + CGFloat(minX))
let minY = self.frame.size.height/5
let maxY = self.frame.size.height * 0.4
let rangeY = maxY - minY
let positionY: CGFloat = round(CGFloat(arc4random()) % CGFloat(rangeY) + CGFloat(minY))
diamond.position = CGPointMake(positionX, positionY)
// setting the rotation
let minR = 0
let maxR = 6
let rangeR = maxR - minR
let positionR: CGFloat = round(CGFloat(arc4random()) % CGFloat(rangeR) + CGFloat(minR))
diamond.zRotation = positionR
// set animation
let hold = SKAction.waitForDuration(4)
let remove = SKAction.removeFromParent()
diamond.runAction(SKAction.sequence([hold,remove]))
// animation of bubble
let minDur = 6
let maxDur = 8
let rangeDur = maxDur - minDur
let durationOne = Int(arc4random()) % Int(rangeDur) + Int(minDur)
let durOne = NSTimeInterval((Double(durationOne)/25))
var animateArray:NSMutableArray = NSMutableArray()
for i in 1...1500 {
animateArray.addObject(SKAction.rotateByAngle(0.2, duration: 0.01))
//animateArray.addObject(SKAction.rotateByAngle(-0.2, duration: 0.5))
}
diamond.runAction(SKAction.sequence(animateArray))
animateArray.addObject(SKAction.removeFromParent())
addChild(diamond)
}
这是在 viewdidload 中使用下面的行添加的
diamondTimer = NSTimer.scheduledTimerWithTimeInterval(10, target: self, selector: Selector("addDiamond"), userInfo: nil, repeats: true)
不使用 SKPhysicsContactDelegate 的场景在 4s 上运行良好。我还在模拟器上测试了 4s,当您使用 SKPhysicsContactDelegate 进入场景时,它似乎崩溃了,但与设备不同的是,不会出现错误,设备只是黑屏并崩溃,而 xcode 上没有任何调试会话......有人有吗关于这里发生了什么的最微弱的想法?