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在createfixture上的exc_bad_access

[英]exc_bad_access on createfixture

我上了一堂課,叫做街區。 在此類中,我加載一個精靈,創建一個b2bodydef和一個fixturedef。 在另一個類中,我制作2個塊,將它們添加到向量中,然后將向量循環以創建固定裝置:

Block *b = new Block(5, 20);
this->addChild(b->sprite);
blocks.push_back(b);


Block *b1 = new Block(15, 35);
this->addChild(b1->sprite);
blocks.push_back(b1);

b2Body *blockbody;
for(int i = 0; i<blocks.size();i++)
{
    b2BodyDef def = blocks[i]->blockbodydef;
    blockbody = world->CreateBody(&def);
    if(blockbody == NULL)
        cocos2d::CCLog("blockbody is null");
    blockbody->CreateFixture(&blocks[i]->blockshapedef);
}

我在最后一行收到錯誤“ exc_bad_access”。

這是我的block.h:

class Block
{

public:
    cocos2d::CCSprite *sprite;
    Block(float x, float y);
    b2BodyDef blockbodydef;
    b2FixtureDef blockshapedef;
};

和.cpp:

Block::Block(float x, float y)
{
sprite = cocos2d::CCSprite::create("Block.png");
sprite->setPosition(ccp(x,y));

blockbodydef.type = b2_kinematicBody;
blockbodydef.position.Set(x/PTM_RATIO,y/PTM_RATIO);
blockbodydef.userData = sprite;


b2PolygonShape blockPoly;
blockPoly.SetAsBox(37.5/PTM_RATIO , 37.5 / PTM_RATIO);

blockshapedef.shape = &blockPoly;
blockshapedef.density = 2.0f;
blockshapedef.friction = 0.2f;
blockshapedef.restitution = 0.8f;
}

blockbody不為null,blockshapeef也為null。 有小費嗎?

解決了問題。 刪除b2PolygonShape blockPoly; 從.cpp中並將其添加到.h文件中就可以了。

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