Reputation: 319
I'm playing with Libgdx since a while now, but encountered this problem the first time.
My Problem: Java environment crashes when I try to create a Body. Error Log:
Java frames: (J=compiled Java code, j=interpreted, Vv=VM code)
j com.badlogic.gdx.physics.box2d.World.jniCreateBody(JIFFFFFFFFZZZZZF)J+0
j com.badlogic.gdx.physics.box2d.World.createBody(Lcom/badlogic/gdx/physics/box2d/BodyDef;)Lcom/badlogic/gdx/physics/box2d/Body;+80
j xxx.xx.box2dTest.Enteties.SmallBee.init(FF)V+60
j xxx.xx.box2dTest.Enteties.SmallBee.<init>(Lcom/badlogic/gdx/physics/box2d/World;Lcom/badlogic/gdx/graphics/OrthographicCamera;)V+112
J 1268 C1 xxx.xx.box2dTest.Organization.Ingame.Level.BossOne.BossOneWorld.spawnSmallBee()V (48 bytes) @ 0x000000000323e174 [0x000000000323dec0+0x2b4]
j xxx.xx.box2dTest.Organization.Ingame.Level.BossOne.BossOne.extraStuff()V+223
J 1176 C1 xxx.xx.box2dTest.Organization.Ingame.Level.MotherLevel.render(F)V (269 bytes) @ 0x00000000031e1a0c [0x00000000031e0460+0x15ac]
J 1175 C1 xxx.xx.box2dTest.Organization.Ingame.Level.BossOne.BossOne.render(F)V (499 bytes) @ 0x00000000031d994c [0x00000000031d98c0+0x8c]
J 1144 C1xxx.xx.box2dTest.Box2DGame.render()V (5 bytes) @ 0x00000000031cb744 [0x00000000031cb520+0x224]
j com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop()V+684
j com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run()V+27
v ~StubRoutines::call_stub
What I do: I create every now and then a body. Most of the time all is okay, still crashes SOME times.. The first creation never failed until now.
public void spawnSmallBee(){
if(TimeUtils.millis() - smallBeeTimer > 0){
new SmallBee(getWorld(), getCamera());
smallBeeTimer = TimeUtils.millis() + MathUtils.random(2000, 3000);
}
}
this code snippet is where I create the Object, that will create the Body
public SmallBee(World world, OrthographicCamera camera) {
this.world = world;
this.camera = camera;
MOVING_SPEED_Y= MathUtils.random(-3, 3);
sprite = new Sprite(MyAssets.SMALL_BEE);
sprite.setSize(WIDTH * 2, HEIGHT * 2);
sprite.setOriginCenter();
myEntity = new MyEntity("Bee", sprite);
myEntity.setObject(this);
float posx = camera.position.x - camera.viewportWidth / 2 - 2;
float posy = MathUtils.random(1, 7);
BodyDef platformDef = new BodyDef();
platformDef.type = BodyDef.BodyType.KinematicBody;
platformDef.position.set(posx, posy);
body = world.createBody(platformDef);
PolygonShape platformBox = new PolygonShape();
platformBox.setAsBox(WIDTH, HEIGHT);
body.createFixture(platformBox, 0.0f);
body.setLinearVelocity(new Vector2(MOVING_SPEED_X, MOVING_SPEED_Y));
myEntity.getSprite().setPosition(body.getPosition().x - WIDTH, body.getPosition().y - HEIGHT);
body.setUserData(myEntity);
// Remember to dispose of any shapes after you're done with them!
// BodyDef and FixtureDef don't need disposing, but shapes do.
platformBox.dispose(); }
this code snippet is the creation of the Object
As example, i got nearly the same Object, that doesnt crash
creation is one line before bee creation
public void spawnArrowShooter() {
if(TimeUtils.millis() - arrowShooterTimer > 0){
new ArrowShooter(getWorld(), MathUtils.random(200 - getCamera().viewportWidth / 2 + 2, 200 + getCamera().viewportWidth / 2 - 2), 3, getPlayer(), getCamera(), bossWasp);
arrowShooterTimer = TimeUtils.millis() + MathUtils.random(10000, 15000);
}
}
the initiation:
public ArrowShooter(World world, float x, float y, Player player, OrthographicCamera camera, BossWasp bossWasp) {
this.camera = camera;
this.bossWasp = bossWasp;
//PLATTFORM
this.world = world;
this.player = player;
sprite = new Sprite(MyAssets.ARROW);
sprite.setSize(WIDTH * 2, HEIGHT * 2);
myEntity = new MyEntity("Arrow", sprite);
myEntity.setObject(this);
init(x, y);
}
public void init(float x, float y){
BodyDef platformDef = new BodyDef();
// We set our body to dynamic, for something like ground which doesn't move we would set it to StaticBody
platformDef.type = BodyDef.BodyType.DynamicBody;
platformDef.position.set(x, y);
body = world.createBody(platformDef);
PolygonShape platformBox = new PolygonShape();
platformBox.setAsBox(WIDTH, HEIGHT);
Fixture fixture = body.createFixture(platformBox, 0.0f);
myEntity.getSprite().setPosition(body.getPosition().x - WIDTH, body.getPosition().y - HEIGHT);
body.setUserData(myEntity);
// Remember to dispose of any shapes after you're done with them!
// BodyDef and FixtureDef don't need disposing, but shapes do.
platformBox.dispose();
disappearTime = TimeUtils.millis() + 4000;
}
I cant figure the problem out..
if(world.isLocked()){
return;
}
doesnt help either.
The body is 100% not created on another Object.
I'll try to investigate the Problem further, and provide any new informations that I could gather.
Please try to help me!
Upvotes: 2
Views: 473
Reputation: 319
I realised, that I could spawn millions of Bees in seconds, without Problems, so I created about 10 every second. No crashes, till the arrow hit the Boss and got destroyed - immidiately game crash.
I watched earlier for some destroyed body modification, but I missed one line..
The problem was: I had set the velocity from a destroyed body!
No more crashes until now.
As I had read in another Forum:
"When you destroy a body, do: body = null This will help you to find your fault, if not you may get some hard to understand errors"
Hope you can get help from this.
Upvotes: 4