Cocos2d-x v4 C++ (Abort Error)

Hi guys, first of all i want to say sorry for my bad english. I’m trying to make Flappy Bird replica. I’m create bird.cpp and birdh.h

bird.h ;
image
bird.cpp ;
birdcpp
GameScene.H
gameSceneH
GameScene.Cpp
gamesceneCPP

bird and flappybird return null
dede
image

Does anybody have idea about this ? Why didn’t work ?

Your Sprite::create() calls are wrong. Don’t reference D:

Put your graphics in resources/ and call them from there.

i did but it’s still not working

Show us. Otherwise I’m imagining the issue.

I believe the issue will still be that your resources aren’t found. Show us your IDE. Show us the file system. Are you using Cmake? What visual studio version? Can you run cpp-tests ok?

codes2

This file location
locationFolder

Show us the visual studio structure.

Show a screenshot of your Resources folder.

i guess you want to these , right ?
image

You need to add the images to visual
Studio. Notice that they aren’t listed under Resources/

If you mean i have to do like this
image
i did but it’s not working

In Resources/.

That’s not where you put it.

image
i did it but it’s still not working

Show the updated IDE then. It clearly tells you Ball isn’t found.

Here you are,
image

Please post a screenshot of your resources folder in the IDE. The problem is your images are not being found. This means they are in the wrong place.

Put Ball in Resources in the IDE and call Ball.png when creating your sprite

If you add new graphics, you need to re-run the CMake command in order to update the Visual Studio solution file. Don’t add/remove files from the project/solution in the Visual Studio IDE; everything must be handled by CMake. Use the exact same command as the one used to initially create the Visual Studio solution, and run it in the root folder of your project, not in the build folder that you would have created for the Visual Studio solution.

If it is Visual Studio 2019, then it would be something like this:

cmake .. -G"Visual Studio 16 2019" -Tv142 -A Win32

You must run this command every time you want to add or remove a file from your project, whether it’s source code referenced in CMakeLists.txt, or changes to any resource files.

1 Like

i did but still not working
image

I’m added ball.png in resources folder but it’s still not working.

Show us an updated screenshot.

Post your cmakelists as text.

Post your sprite creation code again.

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3

Cmakelists–

    #/****************************************************************************
# Copyright (c) 2013-2014 cocos2d-x.org
# Copyright (c) 2015-2017 Chukong Technologies Inc.
#
# http://www.cocos2d-x.org
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:

# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.

# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
# THE SOFTWARE.
# ****************************************************************************/

cmake_minimum_required(VERSION 3.6)

set(APP_NAME FlappyBird_Replica)

project(${APP_NAME})

if(XCODE)
    if(NOT DEFINED CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET)
        SET (CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET 8.0)
    endif()
endif()

if(NOT DEFINED BUILD_ENGINE_DONE) # to test FlappyBird_Replica into root project
    set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cocos2d)
    set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/)

    include(CocosBuildSet)
    add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core)
endif()

# record sources, headers, resources...
set(GAME_SOURCE)
set(GAME_HEADER)

set(GAME_RES_FOLDER
    "${CMAKE_CURRENT_SOURCE_DIR}/Resources"
    )
if(APPLE OR WINDOWS)
    cocos_mark_multi_resources(common_res_files RES_TO "Resources" FOLDERS ${GAME_RES_FOLDER})
endif()

# add cross-platforms source files and header files 
list(APPEND GAME_SOURCE
     Classes/AppDelegate.cpp
     Classes/HelloWorldScene.cpp
     )
list(APPEND GAME_HEADER
     Classes/AppDelegate.h
     Classes/HelloWorldScene.h
     )

if(ANDROID)
    # change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml
    set(APP_NAME MyGame)
    list(APPEND GAME_SOURCE
         proj.android/app/jni/hellocpp/main.cpp
         )
elseif(LINUX)
    list(APPEND GAME_SOURCE
         proj.linux/main.cpp
         )
elseif(WINDOWS)
    list(APPEND GAME_HEADER
         proj.win32/main.h
         proj.win32/resource.h
         )
    list(APPEND GAME_SOURCE
         proj.win32/main.cpp
         proj.win32/game.rc
         ${common_res_files}
         )
elseif(APPLE)
    if(IOS)
        list(APPEND GAME_HEADER
             proj.ios_mac/ios/AppController.h
             proj.ios_mac/ios/RootViewController.h
             )
        set(APP_UI_RES
            proj.ios_mac/ios/LaunchScreen.storyboard
            proj.ios_mac/ios/LaunchScreenBackground.png
            proj.ios_mac/ios/Images.xcassets
            )
        list(APPEND GAME_SOURCE
             proj.ios_mac/ios/main.m
             proj.ios_mac/ios/AppController.mm
             proj.ios_mac/ios/RootViewController.mm
             proj.ios_mac/ios/Prefix.pch
             ${APP_UI_RES}
             )
    elseif(MACOSX)
        set(APP_UI_RES
            proj.ios_mac/mac/Icon.icns
            proj.ios_mac/mac/Info.plist
            )
        list(APPEND GAME_SOURCE
             proj.ios_mac/mac/main.cpp
             proj.ios_mac/mac/Prefix.pch
             ${APP_UI_RES}
             )
    endif()
    list(APPEND GAME_SOURCE ${common_res_files})
endif()

# mark app complie info and libs info
set(all_code_files
    ${GAME_HEADER}
    ${GAME_SOURCE}
    )
if(NOT ANDROID)
    add_executable(${APP_NAME} ${all_code_files})
else()
    add_library(${APP_NAME} SHARED ${all_code_files})
    add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/platform/android ${ENGINE_BINARY_PATH}/cocos/platform)
    target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
endif()

target_link_libraries(${APP_NAME} cocos2d)
target_include_directories(${APP_NAME}
        PRIVATE Classes
        PRIVATE ${COCOS2DX_ROOT_PATH}/cocos/audio/include/
)

# mark app resources
setup_cocos_app_config(${APP_NAME})
if(APPLE)
    set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}")

    if(MACOSX)
        set_xcode_property(${APP_NAME} INFOPLIST_FILE "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist")
    elseif(IOS)
        set_xcode_property(${APP_NAME} INFOPLIST_FILE "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/ios/Info.plist")
        set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
    endif()

    # For code-signing, set the DEVELOPMENT_TEAM:
    #set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9")
elseif(WINDOWS)
    cocos_copy_target_dll(${APP_NAME})
endif()

if(LINUX OR WINDOWS)
    cocos_get_resource_path(APP_RES_DIR ${APP_NAME})
    cocos_copy_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER})
endif()

What about a pic of Resources from the IDE?