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cocos2d-x – 更改播放器动画时出错

来源:互联网 收集:自由互联 发布时间:2021-06-13
首先,我使用的是cocos2d 3.6 一切顺利,直到我按下键盘上的右箭头键,从keypress事件监听器执行startRunning()函数,操作成功停止,但在下一行,this- runAction(Animate :: create(runAnimation));,得到错误. r
首先,我使用的是cocos2d 3.6
一切顺利,直到我按下键盘上的右箭头键,从keypress事件监听器执行startRunning()函数,操作成功停止,但在下一行,this-> runAction(Animate :: create(runAnimation));,得到错误.
runAnimation是OK.我想问题是在运行新的Action但我不知道它是什么.

这是代码:

#pragma once

#include "cocos2d.h"

using namespace cocos2d;

const int DIR_RIGHT = 1;
const int DIR_LEFT = -1;




class CPlayer: public Sprite
{

private:
    Animation* idleAnimation;
    Animation* runAnimation;
    Animation* bowAnimation;
    Animation* climbAnimation;
    SpriteFrame* jumpFrame;
    SpriteFrame* fallFrame;
    SpriteFrame* wallJumpFrame;

    boolean onGround = true;
    boolean running = false;
    int dir = DIR_RIGHT;
    float movementSpeed = 50; //50 unit in world space 
    float stateTime=0;
public:

    Animation* createAnimation(const char* format, float delay, bool loop){

        Animation* animation = Animation::create();
        char str[100] = { 0 };
        int frameIndex = 1;
        do
        {
            sprintf(str, format, frameIndex);

            auto frame = SpriteFrameCache::getInstance()->getSpriteFrameByName(str);
            if (frame == NULL)
                break;
            animation->addSpriteFrame(frame);
            Texture2D::TexParams texParams = { GL_NEAREST, GL_NEAREST, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE };
            frame->getTexture()->setTexParameters(texParams);
            frameIndex++;
        } while (true);
        int loops = 1;
        if (loop)
            loops = -1;
        animation->setDelayPerUnit(delay);
        animation->setLoops(loops);


        return animation;

    }

    CPlayer(){

        idleAnimation = createAnimation("Idle/player_idle_%d.png", .2f, -1);
        runAnimation = createAnimation("Run/player_run_%d.png", .5f, -1);
        bowAnimation = createAnimation("Bow/bow_%d.png", .2f, -1);
        climbAnimation = createAnimation("Climb/player_climb_%d.png", .2f, -1);
        jumpFrame = SpriteFrameCache::getInstance()->getSpriteFrameByName("Fall-Jump-WallJ/player_climb_jump.png");
        fallFrame = SpriteFrameCache::getInstance()->getSpriteFrameByName("Fall-Jump-WallJ/player_climb_fall.png");
        wallJumpFrame = SpriteFrameCache::getInstance()->getSpriteFrameByName("Fall-Jump-WallJ/player_climb_wall_jump.png");

        this->runAction(Animate::create(idleAnimation));
    }

    CREATE_FUNC(CPlayer);

    void startRunning(){
        running = true;

        if (onGround){
            this->stopAllActions();
            this->runAction(Animate::create( runAnimation));
        }
    }

    void endRunning(){
        running = false;
        if (onGround){
            this->stopAllActions();
            this->runAction(Animate::create(idleAnimation));
        }

    }

    void update(float delta){
        stateTime += delta;
        if (onGround && running){
            this->setPositionX(this->getPositionX() + delta*  movementSpeed*dir);

        }
    }

    void headToRight(){
        this->setFlipX(false);
        dir = DIR_RIGHT;
    }

    void headToLeft(){
        this->setFlippedX(true);
        dir = DIR_LEFT;
    }



};
createAnimation方法返回一个自动释放的动画对象,该对象在使用之前会被释放.

要解决此问题,您需要在创建后保留自动释放的对象,并在析构函数中释放它们,或者当您不再需要它们时:

CPlayer(){
    idleAnimation = createAnimation("Idle/player_idle_%d.png", .2f, -1);
    runAnimation = createAnimation("Run/player_run_%d.png", .5f, -1);
    bowAnimation = createAnimation("Bow/bow_%d.png", .2f, -1);
    climbAnimation = createAnimation("Climb/player_climb_%d.png", .2f, -1);
    idleAnimation->retain();
    runAnimation->retain();
    bowAnimation->retain();
    climbAnimation->retain();
    jumpFrame = SpriteFrameCache::getInstance()->getSpriteFrameByName("Fall-Jump-WallJ/player_climb_jump.png");
    fallFrame = SpriteFrameCache::getInstance()->getSpriteFrameByName("Fall-Jump-WallJ/player_climb_fall.png");
    wallJumpFrame = SpriteFrameCache::getInstance()->getSpriteFrameByName("Fall-Jump-WallJ/player_climb_wall_jump.png");

    this->runAction(Animate::create(idleAnimation));
}

virtual ~CPlayer() {
    idleAnimation->release();
    runAnimation->release();
    bowAnimation->release();
    climbAnimation->release();
}
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