Я написал демонстрационное приложение, которое отлично работает на симуляторе, но когда я помещаю его на реальное устройство, игра в кости пропускается.Вот видео в качестве примера.После перезапуска приложения анимация в порядке.Ошибки произошли примерно через 1 минуту повторного нажатия кнопки прокрутки.
http://youtu.be/N1k1QPa1brg
Код в прямом эфире:
https://github.com/rnystrom/MartionDemo Как я делаюанимация в объекте кости:
CCAnimation *anim = [CCAnimation animationWithFrames:frames delay:delay];
if(self.sprite){
// Animate the sprite
[self.sprite runAction:[CCAnimate actionWithAnimation:anim restoreOriginalFrame:NO]];
}
Функция прокрутки:
-(void)roll
{
// Array that contains the new positions of dice
// Predetermine the position, check if that will be on top of other dice
NSMutableArray* checkPos = [NSMutableArray array];
for(Dice* d in rollDiceArray){
[d resetPosition];
// Select a random position within bounds
NSInteger x = arc4random() % 600 + 50;
NSInteger y = arc4random() % 600 + 150;
CGPoint location = CGPointMake(x, y);
// Check if die will touch other dice
while (! [self checkPositionWithPoint:location array:checkPos]) {
// If position overlaps another die, get a new position
// PROBLEM: This is O(infinity)!
x = arc4random() % 600 + 50;
y = arc4random() % 600 + 150;
location = CGPointMake(x, y);
}
// If position does not overlap, add it to array of positions to be checked
[checkPos addObject:[NSArray arrayWithObjects:[NSNumber numberWithInteger:x], [NSNumber numberWithInteger:y], nil]];
// Animate the dice to a position
// Addition in the switch is for some randomness and correcting the animation's timing offset
NSInteger numberFrames;
float frameRate;
float mod = (float)(arc4random() % 60) / 100;
switch (d.fileNum) {
case 0:
numberFrames = kRayFrames;
frameRate = numberFrames/24 + mod;
break;
case 1:
numberFrames = kRayFrames;
frameRate = numberFrames/24 + mod - 0.4;
break;
case 2:
numberFrames = kTankFrames;
frameRate = numberFrames/24 + mod + 0.2;
break;
case 3:
numberFrames = kChickenFrames;
frameRate = numberFrames/24 + mod;
break;
case 4:
numberFrames = kCowFrames;
frameRate = numberFrames/24 + mod + 0.2;
break;
case 5:
numberFrames = kHumanFrames;
frameRate = numberFrames/24;
break;
default:
break;
}
id action = [CCMoveTo actionWithDuration:frameRate position:location];
id ease = [CCEaseOut actionWithAction:action rate:4.0];
[d.sprite runAction:ease];
}
}