Sprite Kit游戏在tvOS 9.1和iOS 9.2上游戏崩溃
问题描述:
我有一个Sprite Kit游戏,当游戏结束时会崩溃。这发生在tvOS 9.1和iOS 9.2上。之前,我在iOS 9.1上运行时没有崩溃。Sprite Kit游戏在tvOS 9.1和iOS 9.2上游戏崩溃
它似乎是一个OpenGL的问题,但是当我在Xcode中搜索函数时,它没有提供任何东西。
不幸的是,出现在控制台中的错误并不一致。这里的错误:
Jet: draw_indexed: indexType must be 'unsigned_int' or 'unsigned_short'
Assertion failed: (indexType == jet_component_type_unsigned_int || indexType
== jet_component_type_unsigned_short), function draw_indexed, file
/BuildRoot/Library/Caches/com.apple.xbs/Sources/Jet_Sim/Jet-
1.50.1/Jet/jet_context_OpenGL.mm, line 1426.
Xcode中还指出,AppDelate类时崩溃:
class AppDelegate: UIResponder, UIApplicationDelegate
启用断点例外,Xcode中指向此行。这是一个声音文件的常数:
let soundHitLava = SKAction.playSoundFileNamed("DrownFireBug.mp3",
waitForCompletion: false)
从异常断点更多信息:
SpriteKit`+[SKAction(SKActions) playSoundFileNamed:waitForCompletion:]:
0x10b95e738 <+0>: pushq %rbp
0x10b95e739 <+1>: movq %rsp, %rbp
0x10b95e73c <+4>: movq 0x15bf8d(%rip), %rdi ; (void *)0x000000010babd020: SKPlaySound
0x10b95e743 <+11>: movq 0x1618b6(%rip), %rax ; (void *)0x000000010b412be8: CGPointZero
0x10b95e74a <+18>: movsd (%rax), %xmm0
0x10b95e74e <+22>: movsd 0x8(%rax), %xmm1
0x10b95e753 <+27>: movq 0x159a46(%rip), %rsi ; "playSoundFileNamed:atPosition:waitForCompletion:"
0x10b95e75a <+34>: movzbl %cl, %ecx
0x10b95e75d <+37>: callq *0x1619a5(%rip) ; (void *)0x000000010d09e800: objc_msgSend
0x10b95e763 <+43>: movq %rax, %rdi
0x10b95e766 <+46>: callq 0x10ba192e8 ; symbol stub for: objc_retainAutoreleasedReturnValue
0x10b95e76b <+51>: movq %rax, %rdi // **Thread 1: Breakpoint 1.2
0x10b95e76e <+54>: popq %rbp
0x10b95e76f <+55>: jmp 0x10ba1929a ; symbol stub for: objc_autoreleaseReturnValue
这里是在GameScene的GAMEOVER功能:
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
#if os(tvOS) // tvOS
if startTouchX == 0.0 {
startTouchX = (touches.first?.locationInNode(self).x)!
}
#endif
switch gameState.currentState {
case is WaitingForTap:
gameState.enterState(WaitingForBomb)
// Switch to playing state
self.runAction(SKAction.waitForDuration(2.0),
completion:{
self.gameState.enterState(Playing)
})
case is GameOver:
let newScene = GameScene(fileNamed:"GameScene")
newScene!.scaleMode = .AspectFill
let reveal = SKTransition.flipHorizontalWithDuration(0.5)
self.view?.presentScene(newScene!, transition: reveal)
self.saveHighScore("com.prismstudios.jumpingcarl.leaderboard", score: GameState.sharedInstance.highScore)
GameState.sharedInstance.highScore = 0
GameState.sharedInstance.coins = 0
default:
break
}
}
这里是GAMEOVER类:
import SpriteKit
import GameplayKit
class GameOver: GKState {
unowned let scene: GameScene
init(scene: SKScene) {
self.scene = scene as! GameScene
super.init()
}
override func didEnterWithPreviousState(previousState: GKState?) {
if previousState is Playing {
scene.playBackgroundMusic("SpaceGame.caf")
let gameOver = SKSpriteNode(imageNamed: "GameOver")
gameOver.position = scene.getCameraPosition()
gameOver.zPosition = 10
scene.addChild(gameOver)
let explosion = scene.explosion(6.0)
explosion.position = gameOver.position
explosion.zPosition = 11
scene.addChild(explosion)
scene.runAction(scene.soundExplosions[3])
scene.screenShakeByAmt(200)
scene.addChild(button)
}
}
override func isValidNextState(stateClass: AnyClass) -> Bool {
return stateClass is WaitingForTap.Type
}
}
答
我发现的答案是降低SKEmitterNode的出生率和粒子排放,因为这会导致游戏崩溃。
在GameScene.swift:
func explosion(intensity: CGFloat) -> SKEmitterNode {
let emitter = SKEmitterNode()
let particleTexture = SKTexture(imageNamed: "spark")
emitter.zPosition = 2
emitter.particleTexture = particleTexture
//LOWER the particleBirthRate and numParticlesToEmit
emitter.particleBirthRate = 50; //4000 * intensity
emitter.numParticlesToEmit = 50; //Int(400 * intensity)
....
}
分别一旦降低到50,那么游戏将不会崩溃。我不知道为什么会发生这种情况,但苹果目前正在研究这个问题,并被认为是一个错误。
我们可能需要更多的代码。如果您认为这是一个框架错误,请提供雷达:http://radar.apple.com –
谢谢。但我不确定代码中的位置。它在Game Over上崩溃,所以我会在我的问题中添加该函数。 – Paul
@Mr_Pouet更新! – Paul