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Start your free trialDuong Nguyen
3,292 PointsError: EXC_BAD_ACCESS (code = 2, address = 0x7fff4f6c1f98) in my Tower Defense code
I am following the steps in the videos in my Xcode. It showed an error: Error: EXC_BAD_ACCESS (code = 2, address = 0x7fff4f6c1f98)
at line (at the end of the code) let laserTower = LaserTower(x: 2, y: 2)
and I can't seem to get around it. Any help?
My codes:
class Point {
let x: Int
let y: Int
init (x: Int, y: Int) {
self.x = x
self.y = y
}
let p1 = Point(x: 0, y:0)
///Returns the surrounding points in range of
///the current one
func points(inRange range: Int = 1) -> [Point] {
var results = [Point]()
let lowerBoundOfXRange = x - range
let upperBoundOfXRange = x + range
let lowerBoundOfYRange = y - range
let upperBoundOfYRange = y + range
for xCoordinate in lowerBoundOfXRange...upperBoundOfXRange {
for yCoordinate in lowerBoundOfYRange...upperBoundOfYRange {
let coordinatePoint = Point(x: xCoordinate, y: yCoordinate)
results.append(coordinatePoint)
}
}
return results
}
}
// Enemies
class Enemy {
var life: Int = 2
let position: Point
init(x: Int, y: Int) {
self.position = Point(x: x, y: y)
}
func decreaseLife(by factor: Int) {
life -= factor
}
}
class SuperEnemy: Enemy {
let isSuper: Bool = true
override init(x: Int, y: Int) {
super.init(x: x, y: y)
self.life = 50
}
}
//Towers class Tower { let position: Point var range: Int = 1 var strength: Int = 1
init (x: Int, y: Int) {
self.position = Point(x: x, y: y)
}
func fire(at enemy: Enemy) {
if isInRange(of: enemy) {
enemy.decreaseLife(by: strength)
print("Gotcha!")
} else {
print("Darn! Out of Range!")
}
}
func isInRange(of enemy: Enemy) -> Bool {
let availablePositions = position.points(inRange: range)
for point in availablePositions {
if point.x == enemy.position.x && point.y == enemy.position.y {
return true
}
}
return false
}
}
class LaserTower: Tower{ override init(x: Int, y: Int) { super.init(x: x, y: y) self.range = 100 self.strength = 100 }
override func fire(at enemy: Enemy) {
while enemy.life >= 0 {
enemy.decreaseLife(by: strength)
}
print("Enemy destroyed!")
}
}
let laserTower = LaserTower(x: 2, y: 2)
let enemy = Enemy(x: 1, y: 1)
let tower = Tower(x: 0, y: 0)
let superEnemy = SuperEnemy (x:1, y: 1)
superEnemy.life
tower.fire(at: enemy)
tower.fire(at: superEnemy)
laserTower.fire(at: superEnemy)