I have a Sprite Kit game that is crashing when the game is over. This happening on the tvOS 9.1 and iOS 9.2. Before, I had it running on iOS 9.1 without crashing.
我有一个精灵套装游戏,当游戏结束时就崩溃了。这发生在tvos9.1和iOS 9.2上。之前,我在ios9.1上运行过它,但没有崩溃。
It seems to be an OpenGL issue, but when I search the function in Xcode, it doesn't come up with anything.
这似乎是一个OpenGL问题,但是当我在Xcode中搜索这个函数时,它什么都没有。
Unfortunately, the error is not consistent in appearing in the console. Here's the error:
不幸的是,出现在控制台中的错误并不一致。这是一个错误:
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 also points to the AppDelate class when it crashes:
Xcode还指出了它崩溃时的AppDelate类:
class AppDelegate: UIResponder, UIApplicationDelegate
类AppDelegate:UIResponder,UIApplicationDelegate
With breakpoint exception enabled, Xcode points to this line. It's a constant for a sound file:
启用了断点异常后,Xcode指向这一行。这是一个声音文件的常数:
let soundHitLava = SKAction.playSoundFileNamed("DrownFireBug.mp3",
waitForCompletion: false)
More info from the exception breakpoint:
更多来自异常断点的信息:
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
Here's the GameOver function in the GameScene:
这是GameScene中的GameOver函数:
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
}
}
And here is the GameOver class:
这是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
}
}
1 个解决方案
#1
1
The answer I found out was to lower the SKEmitterNode birthrate and particles to emit as this would cause the game to crash.
我发现的答案是降低SKEmitterNode出生率和粒子发射,因为这会导致游戏崩溃。
In the GameScene.swift:
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)
....
}
Once lowered to 50 respectively, then the game wouldn't crash. I don't know why this is happening, but Apple is currently working on this and is considered a bug.
一旦分别降到50,游戏就不会崩溃。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bug。
#1
1
The answer I found out was to lower the SKEmitterNode birthrate and particles to emit as this would cause the game to crash.
我发现的答案是降低SKEmitterNode出生率和粒子发射,因为这会导致游戏崩溃。
In the GameScene.swift:
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)
....
}
Once lowered to 50 respectively, then the game wouldn't crash. I don't know why this is happening, but Apple is currently working on this and is considered a bug.
一旦分别降到50,游戏就不会崩溃。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bug。