I feel really bad that I am asking a question like this. I've been searching but i couldn't find a solution for it. I was going through a tutorial (http://www.raywenderlich.com/1271/how-to-use-animations-and-sprite-sheets-in-cocos2d) and had a problem like this : * Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '* -[NSMutableArray insertObject:atIndex:]: attempt to insert nil object at 0. And the output is :
This GDB was configured as "x86_64-apple-darwin".Attaching to process 10110.
2011-08-20 17:24:52.489 AnimBear[10110:207] cocos2d: cocos2d v1.0.0-beta
2011-08-20 17:24:52.493 AnimBear[10110:207] cocos2d: Using Director Type:CCDirectorDisplayLink
2011-08-20 17:24:52.575 AnimBear[10110:207] cocos2d: OS version: 4.3 (0x04030000)
2011-08-20 17:24:52.577 AnimBear[10110:207] cocos2d: GL_VENDOR: Apple Computer, Inc.
2011-08-20 17:24:52.578 AnimBear[10110:207] cocos2d: GL_RENDERER: Apple Software Renderer
2011-08-20 17:24:52.579 AnimBear[10110:207] cocos2d: GL_VERSION: OpenGL ES-CM 1.1 APPLE
2011-08-20 17:24:52.581 AnimBear[10110:207] cocos2d: GL_MAX_TEXTURE_SIZE: 2048
2011-08-20 17:24:52.582 AnimBear[10110:207] cocos2d: GL_MAX_MODELVIEW_STACK_DEPTH: 16
2011-08-20 17:24:52.583 AnimBear[10110:207] cocos2d: GL_MAX_SAMPLES: 4
2011-08-20 17:24:52.583 AnimBear[10110:207] cocos2d: GL supports PVRTC: YES
2011-08-20 17:24:52.584 AnimBear[10110:207] cocos2d: GL supports BGRA8888 textures: YES
2011-08-20 17:24:52.585 AnimBear[10110:207] cocos2d: GL supports NPOT textures: YES
2011-08-20 17:24:52.586 AnimBear[10110:207] cocos2d: GL supports discard_framebuffer: YES
2011-08-20 17:24:52.587 AnimBear[10110:207] cocos2d: compiled with NPOT support: NO
2011-08-20 17:24:52.589 AnimBear[10110:207] cocos2d: compiled with VBO support in TextureAtlas : YES
2011-08-20 17:24:52.589 AnimBear[10110:207] cocos2d: compiled with Affine Matrix transformation in CCNode : YES
2011-08-20 17:24:52.592 AnimBear[10110:207] cocos2d: compiled with Profiling Support: NO
[Switching to process 10110 thread 0x580b]
[Switching to process 10110 thread 0x207]
2011-08-20 17:24:52.621 AnimBear[10110:207] cocos2d: surface size: 480x320
2011-08-20 17:24:52.635 AnimBear[10110:207] cocos2d: CCSpriteFrameCache: Trying to use file 'AnimBear.png' as texture
2011-08-20 17:24:52.735 AnimBear[10110:207] cocos2d: Frame interval: 1
2011-08-20 17:24:52.787 AnimBear[10110:207] -[NSCFString rect]: unrecognized selector sent to instance 0xdc570
2011-08-20 17:24:52.796 AnimBear[10110:207] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[NSCFString rect]: unrecognized selector sent to instance 0xdc570'
*** Call stack at first throw:
(
0 CoreFoundation 0x0140f5a9 __exceptionPreprocess + 185
1 libobjc.A.dylib 0x01563313 objc_exception_throw + 44
2 CoreFoundation 0x014110bb -[NSObject(NSObject) doesNotRecognizeSelector:] + 187
3 CoreFoundation 0x01380966 ___forwarding___ + 966
4 CoreFoundation 0x01410502 __forwarding_prep_1___ + 50
5 AnimBear 0x0005447a -[CCSprite isFrameDisplayed:] + 44
6 AnimBear 0x000128f3 -[CCAnimate update:] + 316
7 AnimBear 0x0000d187 -[CCActionInterval step:] + 269
8 AnimBear 0x0000322b -[CCRepeatForever step:] + 60
9 AnimBear 0x000170c4 -[CCActionManager update:] + 287
10 AnimBear 0x0004f1d4 -[CCScheduler tick:] + 259
11 AnimBear 0x0006f766 -[CCDirectorIOS drawScene] + 133
12 AnimBear 0x00071449 -[CCDirectorDisplayLink mainLoop:] + 36
13 QuartzCore 0x0023fa88 _ZN2CA7Display11DisplayLink8dispatchEyy + 128
14 QuartzCore 0x0023fbcd _ZN2CA7Display19EmulatorDisplayLink8callbackEP16__CFRunLoopTimerPv + 145
15 CoreFoundation 0x013f08c3 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 19
16 CoreFoundation 0x013f1e74 __CFRunLoopDoTimer + 1220
17 CoreFoundation 0x0134e2c9 __CFRunLoopRun + 1817
18 CoreFoundation 0x0134d840 CFRunLoopRunSpecific + 208
19 CoreFoundation 0x0134d761 CFRunLoopRunInMode + 97
20 GraphicsServices 0x01f291c4 开发者_C百科GSEventRunModal + 217
21 GraphicsServices 0x01f29289 GSEventRun + 115
22 UIKit 0x0066fc93 UIApplicationMain + 1160
23 AnimBear 0x000931e2 main + 104
24 AnimBear 0x00002bad start + 53
)
terminate called after throwing an instance of 'NSException'
Also I used zwoptex for spritesheets.And don't have any error. This is the first time I am asking a question here. Anyone help please?
// HelloWorldLayer implementation
@implementation HelloWorldLayer
@synthesize bear=_bear;
@synthesize moveAction = _moveAction;
@synthesize walkAction = _walkAction;
+(CCScene *) scene
{
// 'scene' is an autorelease object.
CCScene *scene = [CCScene node];
// 'layer' is an autorelease object.
HelloWorldLayer *layer = [HelloWorldLayer node];
// add layer as a child to scene
[scene addChild: layer];
// return the scene
return scene;
}
// on "init" you need to initialize your instance
-(id) init
{
// always call "super" init
// Apple recommends to re-assign "self" with the "super" return value
if( (self=[super init])) {
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"AnimBear.plist"];
CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"AnimBear.png"];
[self addChild:spriteSheet];
NSMutableArray *walkAnimFrames = [[NSMutableArray alloc] initWithObjects:@"0",nil];
[walkAnimFrames insertObject:@"2" atIndex:0];
for(int i = 1; i <= 8; i++) {
[walkAnimFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:@"bear%d.png", i]]];
}
CCAnimation *walkAnim = [CCAnimation
animationWithFrames:walkAnimFrames delay:0.1f];
CGSize winSize = [CCDirector sharedDirector].winSize;
self.bear =[CCSprite spriteWithSpriteFrameName:@"bear1.png"];
_bear.position = ccp(winSize.width/2,winSize.height/2);
self.walkAction =[CCRepeatForever actionWithAction:
[CCAnimate actionWithAnimation:walkAnim restoreOriginalFrame:NO]];
[_bear runAction:_walkAction];
[spriteSheet addChild:_bear];
}
return self;
}
// on "dealloc" you need to release all your retained objects
- (void) dealloc
{
self.bear = nil;
self.walkAction=nil;
// in case you have something to dealloc, do it in this method
// in this particular example nothing needs to be released.
// cocos2d will automatically release all the children (Label)
// don't forget to call "super dealloc"
[super dealloc];
}
@end
According to the logs you are tring to use the file 'AnimBear.png' but it doesn't exist. Then into your code you trying to use the 'AnimBear.jpg'. So I don't know which one is missing, but you have an issue with your AnimBear sprite.
Also I will not recommend the use of jpg, use png files instead.
did u define NSMutableArray in this way:
NSMutableArray *array1=[[NSMutableArray alloc] initWithObjects:@"0",nil];
[array1 insertObject:@"2" atIndex:0];
because u insert @"2" string in walkAnimFrames.
if( (self=[super init])) {
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"AnimBear.plist"];
CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"AnimBear.png"];
[self addChild:spriteSheet];
NSMutableArray *walkAnimFrames = [[NSMutableArray alloc] init];
for(int i = 1; i <= 8; i++) {
[walkAnimFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:@"bear%d.png", i]]];
}
CCAnimation *walkAnim = [CCAnimation
animationWithFrames:walkAnimFrames delay:0.1f];
CGSize winSize = [CCDirector sharedDirector].winSize;
self.bear =[CCSprite spriteWithSpriteFrameName:@"bear1.png"];
_bear.position = ccp(winSize.width/2,winSize.height/2);
self.walkAction =[CCRepeatForever actionWithAction:
[CCAnimate actionWithAnimation:walkAnim restoreOriginalFrame:NO]];
[_bear runAction:_walkAction];
[spriteSheet addChild:_bear];
}
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