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shoudl Add "collider->autorelease()" or else will be memory leak. #175

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tea18andlife opened this issue Jun 22, 2018 · 0 comments
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@tea18andlife
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void CreatorReader::parseColliders(cocos2d::Node* node, const buffers::Node* nodeBuffer) const
{
const auto& collidersBuffer = nodeBuffer->colliders();
const auto& groupIndex = nodeBuffer->groupIndex();

Collider *collider = nullptr;
for (const auto& colliderBuffer : *collidersBuffer)
{
    const auto& type = colliderBuffer->type();
    const auto& offsetBuffer = colliderBuffer->offset();
    cocos2d::Vec2 offset(offsetBuffer->x(), offsetBuffer->y());

    if (type == buffers::ColliderType::ColliderType_CircleCollider)
    {
        collider = new CircleCollider(node, groupIndex, offset, colliderBuffer->radius());
        collider->autorelease();
    }

    else if (type == buffers::ColliderType::ColliderType_BoxCollider)
    {
        const auto& sizeBuffer = colliderBuffer->size();
        cocos2d::Size size(sizeBuffer->w(), sizeBuffer->h());
        collider = new BoxCollider(node, groupIndex, offset, size);
        collider->autorelease();
    }
    else if (type == buffers::ColliderType::ColliderType_PolygonCollider)
    {
        const auto& pointsBuffer = colliderBuffer->points();
        std::vector<cocos2d::Vec2> points;
        for (const auto& pointBuffer : *pointsBuffer)
            points.push_back(cocos2d::Vec2(pointBuffer->x(), pointBuffer->y()));
        
        collider = new PolygonCollider(node, groupIndex, offset, points);
        collider->autorelease();
    }
    else
        assert(false);

    if (collider)
        _collisionManager->addCollider(collider);
}

}

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