cocos2D automatic moving image - iphone

Everything looks fine, I have no errors, yet, when I run the program it crashes. Please help, I'm getting frustrated. Here's what I have:
-(id) init {
if( (self=[super init])) {
homeCloud1 = [CCSprite spriteWithFile:#"homeCloud1.png"];
homeCloud1.position = ccp(140,200);
[self addChild:homeCloud1];
[self schedule:#selector(callEveryFrame)];
}
return self;
}
-(void) callEveryFrame: (ccTime) dt {
homeCloud1.position = ccp(homeCloud1.position.x +20*dt, homeCloud1.position.y);
if (homeCloud1.position.x > 480+30) {
homeCloud1.position = ccp(-30, homeCloud1.position.y);
}
}

Cant say for sure, post your crash log but there is one error I see
[self schedule:#selector(callEveryFrame)];
needs a colon
[self schedule:#selector(callEveryFrame:)];

Related

accessing instance variable in cocos2d scheduled method crashes

fresh to objC and cocos2d :)
i'm following "learn cocos2d game development with iOS5", in chapter4, there is a "DoodleDrop" game.
define some variable in GameScene.h like this
#interface GameScene : CCLayer
{
CCSprite *player;
CGPoint playerVelocity;
CCArray *spiders;
CGSize screenSize;
int dropedSpidersCount;
float duration;
}
+ (CCScene *)scene;
#end
in GameScene.m the init method looks like this
- (id)init
{
if (self = [super init]) {
duration = 4.0;
[self createPlayer];
[self createSpiders]; // spiders were inited here.
[self resetSpiders];
[self schedule:#selector(chooseSpider:) interval:0.7];
}
return self;
}
while in chooseSpider, i cannot access spiders, xcode broke
in other methods, spiders or duration just behave normally, why does this happens?
gist code added
https://gist.github.com/2940466
After inspecting your code, I suggest you to try this fix:
- (void)createSpiders
{
CCSprite *tempSpider = [CCSprite spriteWithFile:#"spider.png"];
CGSize spiderSize = [tempSpider texture].contentSize;
int spiderCount = screenSize.width / spiderSize.width;
spiders = [[CCArray arrayWithCapacity:spiderCount] retain];
for (int i = 0; i < spiderCount; i++) {
CCSprite *spider = [CCSprite spriteWithFile:#"spider.png"];
[self addChild:spider];
[spiders addObject:spider];
}
}
where the only difference is in the line:
spiders = [[CCArray arrayWithCapacity:spiderCount] retain];
Indeed, if you do not retain you spiders object, it will be autoreleased at the next run loop iteration.
OLD ANSWER:
Without seeing more code it is not possible to say exactly what is happening, but it seems that in the interval between creating the spiders and the actual execution of chooseSpiders, your spiders array gets deallocated.
As a quick try, I would suggest adding:
[spiders retain];
before calling
[self schedule:#selector(chooseSpider:) interval:0.7];
and see wether the crash keeps happening.
if you provide more code, it could be possible to help you further.

App Crashing When Calling Release on Autorelease Pool - Timing Issue ? iPhone

I have the following method in my app :
- (void) loadModel {
// Runs in a seperate thread so we need to create an additional NSAutoreleasePool
pool = [[NSAutoreleasePool alloc] init];
NSData *getData = [activeModelInfo getFileData];
if (getData) {
if ([activeModel loadFromFileData:daeData]) {
[activeModel reset];
[mainViewController performSelectorOnMainThread:#selector(showModelView) withObject:nil waitUntilDone:NO];
}
else {
}
}
else {
}
[pool release];
}
The loadFromFileData method calls the following code which loads data. :
- (void) loadVerticesFromSource:(NSString*)verticesSourceId meshNode:(TBXMLElement*)meshNode intoMesh: (Mesh3D*) mesh {
NSLog(#"Getting Vertices for Source %#",verticesSourceId);
FloatArray *floatArray = [self getFloatArrayFromSource: verticesSourceId meshNode: meshNode];
if (floatArray) {
[daeFloatArray addObject:floatArray];
}
if (floatArray) {
if ([floatArray.array count] % 3 != 0) {
NSLog(#"Float array length not divisible by 3!");
}
else {
mesh->verticesCount = [floatArray.array count] / 3;
mesh->vertices = malloc(sizeof(Vector3D) * mesh->verticesCount);
for (int i=0; i<mesh->verticesCount; i++) {
mesh->vertices[i].x = [[floatArray.array objectAtIndex:(i*3)] floatValue];
mesh->vertices[i].y = [[floatArray.array objectAtIndex:(i*3)+1] floatValue];
mesh->vertices[i].z = [[floatArray.array objectAtIndex:(i*3)+2] floatValue];
// update extents information
if (!extents.pointDefined || mesh->vertices[i].x < extents.minX) extents.minX = mesh->vertices[i].x;
else if (!extents.pointDefined || mesh->vertices[i].x > extents.maxX) extents.maxX = mesh->vertices[i].x;
if (!extents.pointDefined || mesh->vertices[i].y < extents.minY) extents.minY = mesh->vertices[i].y;
else if (!extents.pointDefined || mesh->vertices[i].y > extents.maxY) extents.maxY = mesh->vertices[i].y;
if (!extents.pointDefined || mesh->vertices[i].z < extents.minZ) extents.minZ = mesh->vertices[i].z;
else if (!extents.pointDefined || mesh->vertices[i].z > extents.maxZ) extents.maxZ = mesh->vertices[i].z;
if (!extents.pointDefined) extents.pointDefined = YES;
[pointerStorageArray addObject:[NSValue valueWithPointer:mesh->vertices]];
}
}
}
}
Since this method is called several times while the data loads, each time mallocing memory for the mesh->vertices struct, I have created a pointerStorage array where I store the pointer to the malloced memory.
The app then displays a 3D object using OpenGL ES. When the user presses a Main Menu button, I then free up the pointerStorageArray as follows :
- (void) freeUpMallocedMemory
for (NSValue * value in pointerStorageArray) {
free(value);
}
The problem is that the app then crashes during this process. All I get is the EXC_BAD_ACCESSS error message and a pointer to the following line of code in the loadModel method above :
[pool release];
Nothing in the stack trace. I have also tried turning on NSZombie, NSAutoreleaseTrackFreedObjectCheck and NSDebugEnabled, but I still don't get any additional information.
The odd thing is that if I put a delay on the button of 2 seconds (i.e only trigger the freeUpMallocedMemory method after 2 seconds), the app no longer crashes and works fine.
Can anyone suggest what might be causing this - really confused and have already spent a few days troubleshooting.
Thank you !
You are over-releasing... the values in pointerStorageArray are created via a convenience method and as such don't need releasing, simply removing them from the array will dispose of them.

NSMutableArray and batchNode problems

I'm making a little game, here is some example code of whats going on:
-(id) init
{
self.arrowProjectileArray = [[[NSMutableArray alloc] init] autorelease];
self.batchNode = [CCSpriteBatchNode batchNodeWithTexture:[[CCTextureCache sharedTextureCache] addImage:#"arrow.png"]];
[self addChild:_batchNode z:2];
for (CCSprite *projectile in _arrowProjectileArray) {
[_batchNode removeChild:projectile cleanup:YES];
}
[_arrowProjectileArray removeAllObjects];
self.nextProjectile = nil;
}
}
-(void) callEveryFrame:(ccTime)dt{
for (int i = 0; i < [_arrowProjectileArray count];i++) {
CCSprite *cursprite = [_arrowProjectileArray objectAtIndex:i];
if (cursprite.tag == 1) {
float x = theSpot.x+10;
float y = theSpot.y+10;
cursprite.position = ccp(x, y);
}
}
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
[_batchNode addChild:_nextProjectile z:1 tag:1];
[_arrowProjectileArray addObject: _nextProjectile];
[self spriteMoveFinished];
}
-(void) dealloc
{
self.arrowProjectileArray = nil;
self.nextProjectile = nil;
[super dealloc];
}
The only code that I included was code that is relevant to the arrow's projection.
The arrow shoots fine, the problem is every time I shoot the stupid thing, I think it shoots a new arrow, but puts multiple arrows onto of that 1 arrow and makes it look like a fat ugly arrow pixel thing. What am I doing wrong? I'm not too familiar with NSMutableArray, but I'm currently stuck.
In init method, you create a new NSMutableArray instance and assign it to self.arrowProjectileArray, then you traverse the arrowProjectileArray in the following lines using a for loop. If addChild: method does not add anything to arrowProjectileArray, then your code has a logic mistake, because what you do by traversing arrowProjectileArray is traversing an empty array, which means you do nothing in that code.
You should double-check what you intend to do and what your code is doing actually.
I solved my own problem by doing a little bit of research, I also got rid of the batch node.

Animating a sprite in cocos2d , box2d and Xcode

Please, I need help in making this code work. I intend to do an animation with a sprite I added using cocos2d and box2d in xcode. But for some odd reasons I cannot get the sprite to animate repeatedly.
This code builds successfully but animates only once. Can anyone help and tell me what I am not doing right?
The implementation file are as follows:
#import "Mosquito.h"
#import "Box2DHelpers.h"
#implementation Mosquito
#synthesize flyingAnim;
- (void) dealloc{
[flyingAnim release];
[super dealloc];
}
-(void)initAnimations {
flyingAnim = [self loadPlistForAnimationWithName:#"flyingAnim"
andClassName:NSStringFromClass([self class])];
[[CCAnimationCache sharedAnimationCache] addAnimation:flyingAnim
name:#"flyingAnim"];
}
-(void)changeState:(CharacterStates)newState {
[self stopAllActions];
id action = nil;
// id flyingAction = nil;
//CGPoint newPosition;
[self setCharacterState:newState];
switch (newState) {
case kStateIdle:
[self setDisplayFrame:
[[CCSpriteFrameCache sharedSpriteFrameCache]
spriteFrameByName:#"Mosquito_anim_1.png"]];
break;
case kStateFlying:
action = [CCAnimate actionWithAnimation:flyingAnim
restoreOriginalFrame:NO];
break;
case kStateTakingDamage:
action = [CCBlink actionWithDuration:1.0 blinks:3.0];
break;
default:
//CCLOG(#"Unhandled state %d in Mosquito", newState);
break;
}
if (action != nil) {
[self runAction:action];
}
}
- (id)initWithWorld:(b2World *)theWorld atLocation:(CGPoint)location {
if ((self = [super init])) {
world = theWorld;
[self setDisplayFrame:[[CCSpriteFrameCache
sharedSpriteFrameCache]
spriteFrameByName:#"Mosquito_anim_1.png"]];
gameObjectType = kMosquitoType;
characterHealth = 100.0f;
[self createBodyAtLocation:location];
[self initAnimations];
}
return self;
}
- (void) updateStateWithDeltaTime:(ccTime)deltaTime
andListOfGameObjects:(CCArray *)listOfGameObjects {
//CGPoint oldPosition = self.position;
if ((characterState == kStateDestroyed) &&
([self numberOfRunningActions] > 0)) {
return;
}
if (characterState != kStateFlying &&
[self numberOfRunningActions] == 0) {
[self changeState:kStateFlying];
}
}
#end
Thanks.
id repeatAnimation = [CCRepeatForever actionWithAction:action];
To repeat forever, you need to do that, otherwise you need to just do:
[self runAction:action];
again.
Also, you might want to consider not reassigning action to CCBlink and make another action and call
[self stopAllActions];
id blinkAction = [CCBlink actionWithDuration:1.0 blinks:3.0];
[self runAction:blinkAction];
This may Help you.
One of the easiest ways for sprite animation.
https://sites.google.com/site/rajanallathambi1/cocos2d-tutorials/sprite-animation-without-plist-file

Why isn't my UILabel being changed?

Why isn't my UILabel being changed? I am using the following code, and nothing is happening:
- (void)awakeFromNib {
percentCorrect.adjustsFontSizeToFitWidth;
percentCorrect.numberOfLines = 3;
percentCorrect.minimumFontSize = 100;
}
Here is my Implemintation code:
- (void) updateScore {
double percentScore = 100.0 * varRight / (varWrong + varRight);
percentCorrect.text = [NSString stringWithFormat:#"%.2f%%", percentScore];
}
- (void)viewDidLoad {
percentCorrect.adjustsFontSizeToFitWidth = YES;
percentCorrect.numberOfLines = 3;
percentCorrect.minimumFontSize = 100;
percentCorrect.text = #"sesd";
}
- (void)correctAns {
numberRight.text = [NSString stringWithFormat:#"%i Correct", varRight];
}
-(void)wrongAns {
numberWrong.text = [NSString stringWithFormat:#"%i Incorrect", varWrong];
}
#pragma mark Reset Methods
- (IBAction)reset:(id)sender; {
NSString *message = #"Are you sure you would like to reset?";
self.wouldYouLikeToReset = [[UIAlertView alloc] initWithTitle:#"Reset?" message:message delegate:self cancelButtonTitle:#"Cancel" otherButtonTitles:nil];
[wouldYouLikeToReset addButtonWithTitle:#"Continue"];
[self.wouldYouLikeToReset show];
// Now goes to (void)alertView and see's what is being pressed!
}
- (void)alertView:(UIAlertView *)actionSheet clickedButtonAtIndex:(NSInteger)buttonIndex {
if (buttonIndex == 0)
{
NSLog(#"Cancel button pressed");
}
else
{
varRight = 0;
varWrong = 0;
[self wrongAns];
[self correctAns];
percentCorrect.text = [NSString stringWithFormat:#"0.0%%"];
}
}
#pragma mark Button Action Methods
- (IBAction)right:(id)sender; {
varRight++;
[self correctAns];
[self updateScore];
}
- (IBAction)wrong:(id)sender; {
varWrong++;
[self wrongAns];
[self updateScore];
}
- (IBAction)subOneRight:(id)sender {
if (varRight > 0 ) {
varRight--;
[self correctAns];
[self updateScore];
}
}
- (IBAction)subOneWrong:(id)sender {
if (varWrong > 0) {
varWrong--;
[self wrongAns];
[self updateScore];
}
}
-(IBAction)addHalfCredit:(id)sender;
{
varWrong++;
varRight++;
[self wrongAns];
[self correctAns];
[self updateScore];
}
#end
Any ideas?
Thanks
In order for the adjustsFontSizeToFitWidth setting to come into effect, the numberOfLines property must be set to 1. It won't work if it's != 1.
Are awakeFromNib, viewDidLoad, viewWillAppear being called at all?
The minimumFontSize property will do nothing if the text fits in the current bounds with the current font. Did you set the font property for the label?
percentCorrect.font = [UIFont systemFontOfSize:20];
Finally, isn't a minimumFontSize = 100 a little too big for a min font size?
Make sure everything is hooked up correctly. Make sure the IBOutlet for the UITextfield is setup and set break points within the method and see that the code is being touched. If it is, it's possible percentCorrect hasn't been hooked up correctly.
You shouldn't have to init your label if it is in the nib. If you are, then you created the label twice. So who knows which one you are messaging to. As soon as you initialized the label, you leaked the first one. So the label you have on screen is NOT the one you are manipulating in code.
Try placing your code in viewDidLoad instead. It should be initialized by then.
If that doesn't work, try viewDidAppear: simply to try to debug this.
It's possible that percentCorrect hasn't yet been initialized. Is percentCorrect equal to nil when that function is called, by any chance? If so, wait until after it's properly initialized to set its properties.
What are you expecting to happen? Does the label show when your code is commented out? How is percentCorrect defined in the nib?
Have you tried:
- (void)awakeFromNib {
percentCorrect.adjustsFontSizeToFitWidth = YES;
percentCorrect.numberOfLines = 3;
percentCorrect.minimumFontSize = 100;
percentcorrent.text = #"What is the text in percentCorrect?";
}
I had the same problem. Seems that setText doesn't automatically force a redraw when the change happens on a non-main thread. UI updates should always be done on the main thread to ensure responsiveness. There's another way to force it, using a selector:
label = [[UILabel alloc] init]; //assumes label is a data member of some class
...
(some later method where you want to update the label)
...
[label performSelectorOnMainThread:#selector(setText) withObject:#"New label value" waitUntilDone:false];
You may also get results from simply saying:
[label setNeedsDisplay];
which will force the update internally, but at the SDK's discretion. I found that didn't work for me, thus why I recommend the selector on the main thread.
What I found is sometimes , don't rely too much on IB , just add a line to set the frame :
labelx.frame=CGRectMake(labelx.frame.origin.x,labelx.frame.origin.y, 300, labelx.frame.size.height);
Then , autoresize works !