由于不一致,无法跟踪崩溃

Not able to trace the crash because of inconsistency

本文关键字:跟踪 崩溃 不一致      更新时间:2023-10-16

我正在 cocos2d-x 中制作一个二十一点游戏,这是以下代码,我崩溃了,但无法理解为什么会发生这种情况,出了什么问题?我尝试了几件事,认为崩溃可能是因为字符串内存泄漏或其他原因

CCSprite* _big = CCSprite::createWithSpriteFrameName(ptr);

这是继承CCSprite的卡cpp文件

卡.cpp

#include "Card.h"
Card::Card() {
  }
Card::~Card() {
  }
void Card::init(int value, int suit) {
    mValue = value;
    mSuit = suit;
    mGameValue = 0;
    UnHide();
  }
void Card::UnHide() {
    mHidden = false;
    //if(this)
    //this->removeAllChildrenWithCleanup(true);
    //this->setDisplayFrame(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("card"));
    this->initWithSpriteFrameName("card");
    char strName[64]={0};
    //memset ( strName, 0, sizeof ( strName ));
    switch(mSuit){
    case 0: sprintf(strName,"%s","club_big");break;
    case 1: sprintf(strName,"%s","diamond_big");break;
    case 2: sprintf(strName,"%s","spade_big");break;
    case 3: sprintf(strName,"%s","heart_big");break;
    default :
            break;
    }
    const char *ptr = strdup(strName);  
    CCSprite* _big = CCSprite::createWithSpriteFrameName(ptr);
    delete  ptr;
   // CCSprite* big = CCSprite::create(strName);
    _big->setPosition(ccp(55, 44));
    this->addChild(_big);
    switch(mSuit){
        case 0: sprintf(strName,"%s","club");break;
        case 1: sprintf(strName,"%s","diamond");break;
        case 2: sprintf(strName,"%s","spade");break;
        case 3: sprintf(strName,"%s","heart");break;
        default :
            break;
    }
    const char *_ptr = strdup(strName); 
    CCSprite* _small = CCSprite::createWithSpriteFrameName(_ptr);
    delete _ptr;
   // CCSprite* small = CCSprite::create(str);
    _small->setPosition(ccp(16, 82));
    this->addChild(_small);
    if(mSuit==0 || mSuit==2){
        switch(mValue){
            case 1: sprintf(strName,"%s","blacka");mGameValue = 1;break;
            case 2: sprintf(strName,"%s","black2");mGameValue = mValue;break;
            case 3: sprintf(strName,"%s","black3");mGameValue = mValue;break;
            case 4: sprintf(strName,"%s","black4");mGameValue = mValue;break;
            case 5: sprintf(strName,"%s","black5");mGameValue = mValue;break;
            case 6: sprintf(strName,"%s","black6");mGameValue = mValue;break;
            case 7: sprintf(strName,"%s","black7");mGameValue = mValue;break;
            case 8: sprintf(strName,"%s","black8");mGameValue = mValue;break;
            case 9: sprintf(strName,"%s","black9");mGameValue = mValue;break;
            case 10: sprintf(strName,"%s","black10");mGameValue = mValue;break;
            case 11: sprintf(strName,"%s","blackj");mGameValue = 10;break;
            case 12: sprintf(strName,"%s","blackq");mGameValue = 10;break;
            case 13: sprintf(strName,"%s","blackk");mGameValue = 10;break;
            default :
            break;
        }
    }
    else {
        switch(mValue){
        case 1: sprintf(strName,"%s","reda");mGameValue = 1;break;
        case 2: sprintf(strName,"%s","red2");mGameValue = mValue;break;
        case 3: sprintf(strName,"%s","red3");mGameValue = mValue;break;
        case 4: sprintf(strName,"%s","red4");mGameValue = mValue;break;
        case 5: sprintf(strName,"%s","red5");mGameValue = mValue;break;
        case 6: sprintf(strName,"%s","red6");mGameValue = mValue;break;
        case 7: sprintf(strName,"%s","red7");mGameValue = mValue;break;
        case 8: sprintf(strName,"%s","red8");mGameValue = mValue;break;
        case 9: sprintf(strName,"%s","red9");mGameValue = mValue;break;
        case 10: sprintf(strName,"%s","red10");mGameValue = mValue;break;
        case 11: sprintf(strName,"%s","redj");mGameValue = 10;break;
        case 12: sprintf(strName,"%s","redq");mGameValue = 10;break;
        case 13: sprintf(strName,"%s","redk");mGameValue = 10;break;
        default :
            break;
        }
    }
    const char *_ptrr = strdup(strName);    
    CCSprite* _num = CCSprite::createWithSpriteFrameName(_ptrr);
    delete _ptrr;
   // CCSprite* _num = CCSprite::create(strName);
    _num->setPosition(ccp(18, 108));
    this->addChild(_num);
}
void Card::Hide() {
    mHidden = true;
    this->removeAllChildrenWithCleanup(true);
    this->setDisplayFrame(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("deck"));
    //this->initWithSpriteFrameName("deck");
}

卡的初始化是按照这个

for (int suit = 0; suit < 4; suit++) {
            for (int value = 0; value < 13; value++) {
                Card* card = new Card;
                //card->init
                card->init(value+1, suit);
              mCard[suit*13 + value] = card;
            }
          }

我得到的崩溃是在initWithSpriteFrameName的行上,但它并不经常发生

h 文件:

class Card : public cocos2d::Node
{
public:
int mValue;
int mSuit;
bool mHidden;
int mGameValue;
CCSprite* front;
CCSprite* back;
static Card* create();
bool init(int value, int suit);
void UnHide();
void Hide();
};

CPP 文件

Card* Card::create(int value, int suit){
    Card* card = new Card();
    if(card && card->init(value, suit)){
        card->autorelease();
        return card;
    }
    else{
        CC_SAFE_DELETE(card);
        return NULL;
    }
}
bool Card::init(int value, int suit) {
    if(CCNode::init()){
        mValue = value;
        mSuit = suit;
        mGameValue = 0;
        //create your front and back sprite here as what you did in Unhide
        CCSprite* back = blablabla;
        CCSprite* front = blablabla;
        //add them as a child of current node
        this->addChild(back);
        this->addChild(front);

        this->UnHide();
        return true;
    }
    return false;
}
void Card::UnHide() {
    back->setVisible(false);
    front->setVisible(true);
}
void Card::Hide() {
    back->setVisible(true);
    front->setVisible(false); 
}

对于你的甲板,据我所知,

CCArray::createWithCapacity(52);

将是一个更好的选择。