在Learn cocos2D Game Development with iOS 5一书中
第六章提到了A Common and Fatal Mistake
大概说的就是当继承CCSrpite对象的时候不要重写init方法,例如
@interface Ship : CCSprite
{
}
+(id) ship;
@implementation Ship
+(id) ship
{
return [[[self alloc] init] autorelease];
}
-(id) init//这里是错误的
{
CCLOG(@"Ship init called ... this will repeat infinetely.");
// WARNING: this will cause an infinite loop!
// Reason: [super initWithFile:...] will call -(id) init which is overridden here ... repeat ad infinitum
// Fix: rename this init method, for example initWithShipImage
// Tip: never call anything but [super init] in your class' init method. If you call any initWith* method
// then you should never do this from the -(id) init method.
if ((self = [super initWithFile:@"ship.png"]))
{
[self scheduleUpdate];
}
return self;
}
@end
正确的方式应该是这样的
-(id) initWithShipImage//这里的函数名可以随便去,就是不要与init一样
{
if ((self = [super initWithFile:@"ship.png"])) {
[self scheduleUpdate];
}
return self;
}
为什么会出现这种问题你自己追踪到CCSprite源码就明白了
1。点击super initWithFile跳转到CCSprite的initWithFile方法中
源码如下
-(id) initWithFile:(NSString*)filename
{
NSAssert(filename!=nil, @"Invalid filename for sprite");
CCTexture2D *texture = [[CCTextureCache sharedTextureCache] addImage: filename];
if( texture ) {
CGRect rect = CGRectZero;
rect.size = texture.contentSize;
return [self initWithTexture:texture rect:rect];
}
[self release];
return nil;
}
2。点击self initWithTexture跳转到CCSprite的initWithTexture方法中
源码如下
-(id) initWithTexture:(CCTexture2D*)texture rect:(CGRect)rect
{
NSAssert(texture!=nil, @"Invalid texture for sprite");
// IMPORTANT: [self init] and not [super init];
if( (self = [self init]) )
{
[self setTexture:texture];
[self setTextureRect:rect];
}
return self;
}
3。注意看上面代码中if( (self = [self init]) ),
你发现OC里边比较习惯的就是用if ((self = [super init]) ),而这里却不是,这就是在继承CCSrpite后如果你重写了init方法程序就会无限循环的原因