So, here's how it goes.
I am currently working on Cocos2d game, which consists of many Obstacles. One obstacle gets added on the screen at an interval of 10 seconds like this.
ObstacleSprite* newObstacle = [ObstacleSprite spriteWithFile:@"Obstacle.png" rect:CGRectMake(0, 0, 20, 20)];
newObstacle.position = ccp(mainPlayer1.position.x,10);
[self addChild:newObstacle];
[self.arrayForObstacles addObject:newObstacle];
Now, I insert these obstacles into the arrayForObstacles because I also want to keep checking whether the Obstacles and MainPlayer don't collide.
I check it with the help of this function.
- (void) checkCollisionWithObstacle
{
if(mainPlayer1.playerActive)
{
for(int i = 0; i < [self.arrayForObstacles count]; i++)
{
ObstacleSprite* newObstacle = [self.arrayForObstacles objectAtIndex:i];
if(newObstacle != nil)
{
if(CGRectIntersectsRect([mainPlayer1 boundingBox], [newObstacle boundingBox]))
{
mainPlayer1.livesLeft--;
}
}
}
}
}
THE ISSUE
Problem is when I get to certain score, one of the Obstacles gets deleted. Removal of Obstacles works as in First In-First Out (FIFO) mode. So, to delete obstacles, I write the following method :
- (void) keepUpdatingScore
{
//update new score
mainPlayer1.score+=10;
//remove obstacle when score increases by 5k
if(mainPlayer1.score > 5000 && mainPlayer1.score > 0)
{
mainPlayer1.playerActive = NO;
if([self.arrayForObstacles count] > 0)
{
CCLOG(@"count is %d",[self.arrayForObstacles count]);
ObstacleSprite* newObstacle = [self.arrayForObstacles objectAtIndex:0];
[self.arrayForObstacles removeObjectAtIndex:0];
[self removeChild:newObstacle cleanup:YES];
CCLOG(@"count is %d",[self.arrayForObstacles count]);
}
}
else
{
}
}
It crashes when score crosses 5000 mark!
UPDATE
Crash happens when it again goes to the method checkCollisionWithObstacle.
This is the THREAD Look.
THis is the line Which crashes.