I’ve tried 100 different ways to load a ccbi scene and nothing works. It always crashes on the createSceneWithNodeGraphFromFile or readNodeGraphFromFile call.
Right now in my applicationDidFinishLaunching I have:
CCScene *pScene = CCBTestScene::create();
my CCBTestScene looks like:
#include "cocos-ext.h" // including CocosBuilder implementation
using namespace cocos2d;
using namespace cocos2d::extension; // We need classes from this namespace
// Create a default CCNodeLoaderLibrary. As we won't be using
// code connections in this tutorial don't worry about it.
nodeLoaderLibrary = CCNodeLoaderLibrary::newDefaultCCNodeLoaderLibrary();
// Create a new CCBReader with a default CCNodeLoaderLibrary
// This can take a lot of parameters to use code connections and more
CCBReader* ccbReader = new CCBReader(nodeLoaderLibrary);
// Load the main node from the CocosBuilder file
CCNode* node = ccbReader->readNodeGraphFromFile("MainMenuScene.ccbi");
this->addChild(node); // Add the loaded node to the scene (this)
// As nobody called ccbReader->autoRelease(), returning now would cause
// a memory leak. We can call autoRelease or delete it ourselves.
I tried with layerloader classes as well and those all had the same result. I have cocos2dx 2.1.5 and cocosbuilder3alpha5, but I have tried with older cocosbuilders AND older cocos2dx SDK versions.
My stack trace: