std::vector<Spell*> playerSpells{ new Jump(1), new Arrow() };
for (int i = 0; i < playerSpells.size(); i++)
{
player->addSpell(playerSpells[i]);
}
for (int i = 0; i < player->getSpells().size(); i++)
{
auto spell = player->getSpells()[i];
player->getSpells()[i]->icon->onClickEndEH.add([=]() {
auto a = player->getSpells()[i];
auto b = player->getSpells()[i]->sprite;
});
}
First, I checkedspell
variable and it's fields are initialized correctly. When the lambda function is called, the variable b is corrupted. I can provide other parts of the code if that's not enough.
I simplified it as much as I can;
//GAMEOBJECT.H
class GameObject
{
public:
cocos2d::Sprite* sprite = nullptr;
GameObject(const std::string fileName = "", bool clickable = false);
~GameObject();
};
//GAMEOBJECT.CPP
GameObject::GameObject(const std::string fileName, bool addClickEvent)
{
if (fileName != "")
{
this->sprite = Sprite::create(fileName);
}
else
{
this->sprite = Sprite::create();
}
if (addClickEvent)
{
this->addTouchListener();
this->clickable = true;
}
}
GameObject::~GameObject()
{
Director::getInstance()->getEventDispatcher()->removeEventListener(this->listener);
}
//SPELL.H
class Spell : public GameObject
{
public:
GameObject* icon = nullptr;
Spell(const std::string fileName = "", bool clickable = false);
~Spell();
}
//SPELL.CPP
Spell::Spell(const std::string fileName, bool clickable) : GameObject(fileName, clickable)
{
}
Spell::~Spell()
{
delete icon;
}
//ARROW.H
class Arrow : public Spell
{
public:
Arrow();
~Arrow();
};
//ARROW.CPP
Arrow::Arrow() : Spell("arrow.png")
{
this->icon = new GameObject("arrow.png", true);
}
Solved it with adding retain()
and release()
functions. I think cocos2dx checks its pool and removes the sprite since it's not being added to the scene in the scope.
GameObject::GameObject(const std::string fileName, bool addClickEvent)
{
if (fileName != "")
{
this->sprite = Sprite::create(fileName);
}
else
{
this->sprite = Sprite::create();
}
this->sprite->retain();
if (addClickEvent)
{
this->addTouchListener();
this->clickable = true;
}
}
GameObject::~GameObject()
{
this->sprite->release();
Director::getInstance()->getEventDispatcher()->removeEventListener(this->listener);
}