J'ai une application qui utilise cocos2d, et cela a bien fonctionné avant.Installé cocos2d-objc mais il dit cocos2d swift
J'ai mis à jour cocos2d-obj dans le projet myapp. Ensuite, mon application s'arrête après l'écran de démarrage.
Ce que le point mystérieux I est installé sûrement le cocos2d-objc
de here, mais il y a des messages dans le journal qui disent 'Cocos2d-Swift' .... ??
J'ai eu un malentendu ... ??
erreur journal ci-dessous
cocos2d: Cocos2D-Swift version 3.4.3-develop
cocos2d: compiled with Profiling Support: NO
cocos2d: OS version: 9.2 (0x09020000)
cocos2d: 64 bit runtime
cocos2d: Multi-threaded rendering: 0
cocos2d: OpenGL Rendering enabled.cocos2d: GL_VENDOR: Apple Inc.
cocos2d: GL_RENDERER: Apple Software Renderer
cocos2d: GL_VERSION: OpenGL ES 2.0 APPLE-12.0.40
cocos2d: GLSL_VERSION: OpenGL ES GLSL ES 1.00
cocos2d: GL_MAX_TEXTURE_SIZE: 4096
cocos2d: GL_MAX_TEXTURE_UNITS: 8
cocos2d: GL_MAX_SAMPLES: 4
cocos2d: GL supports PVRTC: YES
cocos2d: GL supports BGRA8888 textures: YES
cocos2d: GL supports NPOT textures: YES
cocos2d: GL supports discard_framebuffer: YES
cocos2d: GL supports shareable VAO: NO
cocos2d: CCGraphicsBufferClass: CCGraphicsBufferGLUnsynchronized
cocos2d: CCGraphicsBufferBindingsClass: CCGraphicsBufferBindingsGL
cocos2d: CCRenderCommandDrawClass: CCRenderCommandDrawGL
2016-02-20 06:08:59.312 myapp[2859:886706] cocos2d: viewDidLoad
cocos2d: Cocos2D-Swift version 3.4.3-develop
cocos2d: compiled with Profiling Support: NO
cocos2d: OS version: 9.2 (0x09020000)
cocos2d: 64 bit runtime
cocos2d: Multi-threaded rendering: 0
cocos2d: OpenGL Rendering enabled.cocos2d: GL_VENDOR: Apple Inc.
cocos2d: GL_RENDERER: Apple Software Renderer
cocos2d: GL_VERSION: OpenGL ES 2.0 APPLE-12.0.40
cocos2d: GLSL_VERSION: OpenGL ES GLSL ES 1.00
cocos2d: GL_MAX_TEXTURE_SIZE: 4096
cocos2d: GL_MAX_TEXTURE_UNITS: 8
cocos2d: GL_MAX_SAMPLES: 4
cocos2d: GL supports PVRTC: YES
cocos2d: GL supports BGRA8888 textures: YES
cocos2d: GL supports NPOT textures: YES
cocos2d: GL supports discard_framebuffer: YES
cocos2d: GL supports shareable VAO: NO
cocos2d: CCGraphicsBufferClass: CCGraphicsBufferGLUnsynchronized
cocos2d: CCGraphicsBufferBindingsClass: CCGraphicsBufferBindingsGL
cocos2d: CCRenderCommandDrawClass: CCRenderCommandDrawGL
2016-02-20 06:09:00.056 myapp[2859:886706] cocos2d: animation started with frame interval: 60.00
2016-02-20 06:09:00.060 myapp[2859:886706] cocos2d: surface size: 960x1704
(lldb)
erreur se produit ici
// override default logic
- (void)runWithScene:(CCScene*) scene
{
NSAssert(scene != nil, @"Argument must be non-nil");
NSAssert(_runningScene == nil, @"This command can only be used to start the CCDirector. There is already a scene present.");
[self pushScene:scene];
NSThread *thread = [self runningThread];
// error happned here.
[self performSelector:@selector(drawScene) onThread:thread withObject:nil waitUntilDone:YES];
Thred 1: EXEC_BAD_ACCESS(code=1,address=0x0)
}
J'ai compris. J'ai développé mon application avec Sprite Builder/Apportable. Je suis surpris qu'Apportable ait été en faillite. Je vais essayer Cocos-2D sans support utilisable/spritebuilder. – whitebear
Nous prenons toujours en charge le générateur de sprites, mais sans le plugin Android d'Apportable – s1ddok