日安,
场景是这样的,我有3个精灵,我希望在update()中使用序列对它们执行操作。另一件事是,如果sprite仍然在执行该操作,它将不会获得新的操作,但是如果它执行了该操作,它将创建一个新的操作,然后执行它。
我使用.isDone()进行检查。
这里是伪代码:
-Legend for readability: SampleSprite -假设这是精灵数组。isStillOnAction -布尔值,如果当前正在执行操作,则为true,如果不是,则为false。随机数从2-5 -是从2到5的随机数.
for(int ctr = 0; ctr < 3; ctr++){
if(!SpriteSample[ctr].isStillOnAction) // not currently executing action, so we can now assign an action
{
SampleSprite[ctr].isStillOnAction = true; // the isStillOnAction boolean is changed to true
if(SampleSprite[ctr].facingDirection == 1)
{
SampleSprite[ctr].moveAction = cocos2d::MoveBy::create( RANDOM NUMBER FROM 2-5, cocos2d::Vec2( 0, 100 ) );
SampleSprite[ctr].stoppingAction = cocos2d::MoveBy::create( RANDOM NUMBER FROM 2-5, cocos2d::Vec2( 10, 0 ) );
}
else if(SampleSprite[ctr].facingDirection == 2)
{
SampleSprite[ctr].moveAction = cocos2d::MoveBy::create( RANDOM NUMBER FROM 2-5, cocos2d::Vec2( 0, -100 ) );
SampleSprite[ctr].stoppingAction = cocos2d::MoveBy::create( RANDOM NUMBER FROM 2-5, cocos2d::Vec2( 10, 0 ) );
}
else if(SampleSprite[ctr].facingDirection == 3)
{
SampleSprite[ctr].moveAction = cocos2d::MoveBy::create( RANDOM NUMBER FROM 2-5, cocos2d::Vec2( -100, 0 ) );
SampleSprite[ctr].stoppingAction = cocos2d::MoveBy::create( RANDOM NUMBER FROM 2-5, cocos2d::Vec2( 0,10 ) );
}
else if(SampleSprite[ctr].facingDirection == 4)
{
SampleSprite[ctr].moveAction = cocos2d::MoveBy::create( RANDOM NUMBER FROM 2-5, cocos2d::Vec2( 100, 0 ) );
SampleSprite[ctr].stoppingAction = cocos2d::MoveBy::create( RANDOM NUMBER FROM 2-5, cocos2d::Vec2( 0, 10 ) );
}
SampleSprite[ctr].moveStopAction = cocos2d::Sequence::create(SampleSprite[ctr].moveAction, SampleSprite[ctr].stoppingAction, nullptr);
SampleSprite[ctr].characterSprite->runAction( SampleSprite[ctr].moveStopAction );
}
else // currently executing action
{
if(SampleSprite[ctr].moveStopAction->isDone()) // check if done executing action
{
SampleSprite[ctr].isStillOnAction = false;
}
}}
结果:运行序列操作,但之后冻结,然后崩溃。
我忽略的可能问题是什么?
提前谢谢你的微笑
发布于 2016-03-22 03:27:47
在计划函数中运行操作不会使应用程序崩溃。问题很可能是:
.isDone()
时,该操作已被释放。当操作完成时,它将减少其引用计数,并被释放,除非您保留它(不建议)。MoveBy::create()
返回一个自动释放对象,这意味着如果您不对其调用runAction
或保留它,它将在此框架的末尾释放。您可以使用标记来检查某个操作是否正在运行:
static const int MY_MOVEBY_ACTION = 3333;
for(int ctr = 0; ctr < 3; ctr++){
if(!SpriteSample[ctr].characterSprite->getActionByTag(MY_MOVE_ACTION)) // not currently executing action, so we can now assign an action
{
SampleSprite[ctr].isStillOnAction = true; // the isStillOnAction boolean is changed to true
//......
SampleSprite[ctr].moveStopAction = cocos2d::Sequence::create(SampleSprite[ctr].moveAction, SampleSprite[ctr].stoppingAction, nullptr);
moveStopAction->setTag(MY_MOVE_ACTION);
SampleSprite[ctr].characterSprite->runAction( SampleSprite[ctr].moveStopAction );
}
else // currently executing action
{
if(SampleSprite[ctr].moveStopAction->isDone()) // check if done executing action
{
SampleSprite[ctr].isStillOnAction = false;
}
}}
https://stackoverflow.com/questions/36120816
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