私はスパロー フレームワークを使い始めたばかりで、Gamua 自身による「The Big Sparrow Tutorial」に従っています。AppScaffold 1.3 を使用してチュートリアルの最初の部分にいますが、基本的なコードをコンパイルしようとすると、読み込み画面でハングし、SIGABRT エラーが発生します。
例外ブレークポイントを配置すると、AppScaffold の GameController.m (下部に表示) で停止しました。
mGame = [[Game alloc] initWithWidth:gameWidth height:gameHeight];
これも私の唯一の出力でした:
2012-07-30 07:19:54.787 AppScaffold[1682:10a03] -[Game initWithWidth:height:]: unrecognized selector sent to instance 0x7553980
(lldb)
ストックの AppScaffold を使用しています。変更したのは Game.m だけです。
これは私のゲームです.m:
@interface Game : SPSprite
@end
@implementation Game
{
@private
SPImage *mBackground;
SPImage *mBasket;
NSMutableArray *mEggs;
}
- (id)init
{
if((self = [super init]))
{
//load the background image first, add it to the display tree
//and keep it for later use
mBackground = [[SPImage alloc] initWithContentsOfFile:@"background.png"];
[self addChild:mBackground];
//load the image of the basket, add it to the display tree
//and keep it for later use
mBasket = [[SPImage alloc] initWithContentsOfFile:@"basket.png"];
[self addChild:mBasket];
//create a list that will hold the eggs,
//which we will add and remove repeatedly during the game
mEggs = [[NSMutableArray alloc] init];
}
return self;
}
- (void)dealloc
{
[mBackground release];
[mBasket release];
[mEggs release];
[super dealloc];
}
@end
私は基本的なトラブルシューティング戦術を使用するために最善を尽くしましたが、私は Obj-C と Sparrow に非常に慣れていないので、手を使うことができます :)
ありがとう
編集:わかりやすくするために、ここに GameController.m の内容を追加しました。
//
// GameController.m
// AppScaffold
//
#import <OpenGLES/ES1/gl.h>
#import "GameController.h"
@interface GameController ()
- (UIInterfaceOrientation)initialInterfaceOrientation;
@end
@implementation GameController
- (id)initWithWidth:(float)width height:(float)height
{
if ((self = [super initWithWidth:width height:height]))
{
float gameWidth = width;
float gameHeight = height;
// if we start up in landscape mode, width and height are swapped.
UIInterfaceOrientation orientation = [self initialInterfaceOrientation];
if (UIInterfaceOrientationIsLandscape(orientation)) SP_SWAP(gameWidth, gameHeight, float);
mGame = [[Game alloc] initWithWidth:gameWidth height:gameHeight];
mGame.pivotX = gameWidth / 2;
mGame.pivotY = gameHeight / 2;
mGame.x = width / 2;
mGame.y = height / 2;
[self rotateToInterfaceOrientation:orientation animationTime:0];
[self addChild:mGame];
}
return self;
}
- (void)dealloc
{
[mGame release];
[super dealloc];
}
- (UIInterfaceOrientation)initialInterfaceOrientation
{
// In an iPhone app, the 'statusBarOrientation' has the correct value on Startup;
// unfortunately, that's not the case for an iPad app (for whatever reason). Thus, we read the
// value from the app's plist file.
NSDictionary *bundleInfo = [[NSBundle mainBundle] infoDictionary];
NSString *initialOrientation = [bundleInfo objectForKey:@"UIInterfaceOrientation"];
if (initialOrientation)
{
if ([initialOrientation isEqualToString:@"UIInterfaceOrientationPortrait"])
return UIInterfaceOrientationPortrait;
else if ([initialOrientation isEqualToString:@"UIInterfaceOrientationPortraitUpsideDown"])
return UIInterfaceOrientationPortraitUpsideDown;
else if ([initialOrientation isEqualToString:@"UIInterfaceOrientationLandscapeLeft"])
return UIInterfaceOrientationLandscapeLeft;
else
return UIInterfaceOrientationLandscapeRight;
}
else
{
return [[UIApplication sharedApplication] statusBarOrientation];
}
}
- (void)rotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
animationTime:(double)animationTime
{
float angles[] = {0.0f, 0.0f, -PI, PI_HALF, -PI_HALF};
float oldAngle = mGame.rotation;
float newAngle = angles[(int)interfaceOrientation];
// make sure that rotation is always carried out via the minimal angle
while (oldAngle - newAngle > PI) newAngle += TWO_PI;
while (oldAngle - newAngle < -PI) newAngle -= TWO_PI;
// rotate game
if (animationTime)
{
SPTween *tween = [SPTween tweenWithTarget:mGame time:animationTime
transition:SP_TRANSITION_EASE_IN_OUT];
[tween animateProperty:@"rotation" targetValue:newAngle];
[[SPStage mainStage].juggler removeObjectsWithTarget:mGame];
[[SPStage mainStage].juggler addObject:tween];
}
else
{
mGame.rotation = newAngle;
}
// inform all display objects about the new game size
BOOL isPortrait = UIInterfaceOrientationIsPortrait(interfaceOrientation);
float newWidth = isPortrait ? MIN(mGame.gameWidth, mGame.gameHeight) :
MAX(mGame.gameWidth, mGame.gameHeight);
float newHeight = isPortrait ? MAX(mGame.gameWidth, mGame.gameHeight) :
MIN(mGame.gameWidth, mGame.gameHeight);
if (newWidth != mGame.gameWidth)
{
mGame.gameWidth = newWidth;
mGame.gameHeight = newHeight;
SPEvent *resizeEvent = [[SPResizeEvent alloc] initWithType:SP_EVENT_TYPE_RESIZE
width:newWidth height:newHeight animationTime:animationTime];
[mGame broadcastEvent:resizeEvent];
[resizeEvent release];
}
}
// Enable this method for the simplest possible universal app support: it will display a black
// border around the iPhone (640x960) game when it is started on the iPad (768x1024); no need to
// modify any coordinates.
/*
- (void)render:(SPRenderSupport *)support
{
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
{
glEnable(GL_SCISSOR_TEST);
glScissor(64, 32, 640, 960);
[super render:support];
glDisable(GL_SCISSOR_TEST);
}
else
[super render:support];
}
*/
@end
ここに私の Xcode プロジェクトがあります: http://cl.ly/2e3g02260N47