Reputation: 381
I followed a tutorial and made a little game with it. The game works as follows, you control a special fish; enemy fishes spawns around and the goal is to eat the other fishes.
My problem is that I want to be able to eat any fish, in any order. Right now I can only eat the enemy fish that was spawned last.
When I try eating a fish in the wrong order it crash with the EXC_BAD_ACCESS code=1 error.
I tried fixing it for hours but couldn't find it!
Here's my code :
@implementation HelloWorldLayer
NSMutableArray *_targets;
bool ScheduleVerification=NO;
NSMutableArray *ArraySides;
-(id) init
{
// always call "super" init
// Apple recommends to re-assign "self" with the "super's" return value
if( (self=[super init]) ) {
CGSize winSize = [[CCDirector sharedDirector] winSize];
player = [CCSprite spriteWithFile:@"Fish1.png"
rect:CGRectMake(0, 0, 15, 15)];
NSLog(@"//Init//");
_targets=[[NSMutableArray alloc] init];
[self schedule:@selector(update:)];
[self schedule:@selector(tracks:) interval:1];
self.isTouchEnabled = YES;
CCSprite *background = [CCSprite spriteWithFile:@"UnderwaterBackground.png"];
background.position = ccp(winSize.width/2, winSize.height/2);
CGSize BBox=[background boundingBox].size;
[background setScaleX:(winSize.width)/BBox.width];
[background setScaleY:(winSize.height)/BBox.height];
player.position = ccp(winSize.width/2, winSize.height/2);
[self addChild:background];
[self addChild:player];
}
return self;
}
-(void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
NSLog(@"CB1");
UITouch *touch=[touches anyObject];
CGPoint location=[touch locationInView:[touch view]];
location=[[CCDirector sharedDirector]convertToGL:location];
if (location.x<player.position.x){[player setFlipX:YES];}
if (location.x>=player.position.x){[player setFlipX:NO];}
[player runAction:[CCSequence actions:
[CCMoveTo actionWithDuration:1.5 position:location],
nil]];
}
-(void)spriteMoveFinished:(id)sender {
NSLog(@"CLEANUP");
CCSprite *sprite = (CCSprite *)sender;
[_targets removeObject:sprite];
[self removeChild:sprite cleanup:YES];
}
-(void)addTarget {
NSLog(@"//addTarget//");
CCSprite *target = [CCSprite spriteWithFile:@"BadFish1.png"
rect:CGRectMake(0, 0, 15, 15)];
// Determine where to spawn the target along the Y axis
CGSize winSize = [[CCDirector sharedDirector] winSize];
int minY = target.contentSize.height/2;
int maxY = winSize.height - target.contentSize.height/2;
int rangeY = maxY - minY;
int actualY = (arc4random() % rangeY) + minY;
target.tag = 1;
[_targets addObject:target];
int ranSides=arc4random()%2;
int actualSide=winSize.width;
if (ranSides==0){actualSide=0;}
target.position = ccp(actualSide, actualY);
[self addChild:target];
NSLog(@"TARGET %@",target);
// Create the actions
id actionMove = [CCMoveTo actionWithDuration:15
position:ccp(winSize.width, actualY)];
if (ranSides==1){actionMove = [CCMoveTo actionWithDuration:15
position:ccp(0, actualY)];
[target setFlipX:YES];
}
id actionMoveDone = [CCCallFuncN actionWithTarget:self
selector:@selector(spriteMoveFinished:)];
[target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]];
}
-(void)gameLogic:(ccTime)dt {
NSLog(@"CB2");
[self addTarget];
ScheduleVerification=NO;
}
-(void)tracks:(ccTime)dt {
NSLog(@"CB3");
int FishInterval=arc4random()%7+3;
// [self cleanup];
if (ScheduleVerification==NO){[self schedule:@selector(gameLogic:) interval:1 repeat:0 delay: FishInterval];}
ScheduleVerification=YES;
}
- (void)update:(ccTime)dt {
// NSMutableArray *playerToDelete = [[NSMutableArray alloc] init];
//NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init];
CGRect playerRect = CGRectMake(
player.position.x - (player.contentSize.width/2),
player.position.y - (player.contentSize.height/2),
player.contentSize.width,
player.contentSize.height);
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);
if (CGRectIntersectsRect(targetRect, playerRect)) {
[_targets removeObject:target];[self removeChild:target cleanup:YES];
// [targetsToDelete addObject:target];
}
}
}
- (void) dealloc
{
NSLog(@"DEALLOC");
[_targets release];
_targets = nil;
[super dealloc];
}
and in the .h file :
@interface HelloWorldLayer : CCLayerColor
{
CCSprite *player;
}
What should I do to be able to eat fishes in any order? What am I doing wrong?
Upvotes: 0
Views: 643
Reputation: 2742
You are committing a heinous crime, removing elements from an array while you iterate through it.
Format your code a little better, and look at it:
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);
if (CGRectIntersectsRect(targetRect, playerRect)) {
[targetsToDelete addObject:target];
}
if (targetsToDelete.count > 0) {
NSLog(@"Target Deleted");
NSLog(@"targets %@",_targets);
NSLog(@"target %@",target);
[_targets removeObject:target];
[self removeChild:target cleanup:YES];
}
}
The fact that you have targetsToDelete
, suggests to me that (either by forethought or the tutorial you followed), it was intended to do this properly. But a couple of things went wrong.
Consider this:
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);
if (CGRectIntersectsRect(targetRect, playerRect)) {
[targetsToDelete addObject:target];
}
}
for(CCSprite* target in targetsToDelete) {
NSLog(@"Target Deleted");
NSLog(@"targets %@",_targets);
NSLog(@"target %@",target);
[_targets removeObject:target];
[self removeChild:target cleanup:YES];
}
[targetsToDelete removeAllObjects];
You now run through the _targets
, add each one to that you've eaten into targetsToDelete
, and after you finish iterating through _targets
, you then remove them indivudually.
Upvotes: 2
Reputation: 1103
Your loop to check for a hit looks very peculiar. Why are you adding items to targetsToDelete? I think the final release on targetsToDelete might be the issue. Simplify the loop like this and see what happens (not in front of a Mac at the mo) :-
- (void)update:(ccTime)dt {
// NSMutableArray *playerToDelete = [[NSMutableArray alloc] init];
NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init];
CGRect playerRect = CGRectMake(
player.position.x - (player.contentSize.width/2),
player.position.y - (player.contentSize.height/2),
player.contentSize.width,
player.contentSize.height);
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);
if (CGRectIntersectsRect(targetRect, playerRect)) {
// [targetsToDelete addObject:target];
NSLog(@"Target Deleted");
NSLog(@"targets %@",_targets);
NSLog(@"target %@",target);
[_targets removeObject:target];[self removeChild:target cleanup:YES];
}
}
Upvotes: 0