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#0 0x0000000000000000 in 0x00000000 ()
#1 0x00007fff85aa53f4 in __CFURLEqual ()
#2 0x00007fff85a88bd8 in CFEqual ()
#3 0x00007fff85a88929 in __CFDictionaryStandardEquateKeys ()
#4 0x00007fff85a7b405 in CFBasicHashFindBucket ()
#5 0x00007fff85a7ac06 in CFDictionaryGetValue ()
#6 0x00007fff85ab65e1 in _CFBundleCopyBundleForURL ()
#7 0x00007fff85ab6020 in _CFBundleCreate ()
#8 0x00007fff84569af4 in islPopulateKLPropertiesFromBundle ()
#9 0x00007fff84568301 in islGetInputSourceProperty ()
#10 0x00007fff845675fb in TSMGetInputSourceProperty ()
#11 0x00007fff8456998b in TISGetInputSourceProperty ()
#12 0x00007fff845654bb in TISCreateInputSourceList ()
#13 0x00007fff84564e50 in SyncHandwritingHotKey ()
#14 0x00007fff84564389 in _FirstEventTime ()
#15 0x00007fff84563e0c in RunCurrentEventLoopInMode ()
#16 0x00007fff84563b94 in ReceiveNextEventCommon ()
#17 0x00007fff84563ae3 in BlockUntilNextEventMatchingListInMode ()
#18 0x00007fff88771563 in _DPSNextEvent ()
#19 0x00007fff88770e22 in -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] ()
#20 0x00000001001403e3 in _glfwPlatformPollEvents at /Users/rom/workspace/orx/extern/glfw-2.7/build/Xcode/../../lib/cocoa/cocoa_window.m:1058
#21 0x000000010009c158 in orxDisplay_GLFW_EventHandler(__orxEVENT_t const*) at /Users/sergei/SWDev/CrossPlatform/orx/code/build/mac/xcode/../../../include/../plugins/Display/GLFW/orxDisplay.c:1116
#22 0x000000010003b950 in orxEvent_Send at /Users/sergei/SWDev/CrossPlatform/orx/code/build/mac/xcode/../../../src/core/orxEvent.c:379
#23 0x000000010003ba4b in orxEvent_SendShort at /Users/sergei/SWDev/CrossPlatform/orx/code/build/mac/xcode/../../../src/core/orxEvent.c:415
#24 0x00000001000b1bdb in orxRender_Home_RenderAll(__orxCLOCK_INFO_t const*, void*) at /Users/sergei/SWDev/CrossPlatform/orx/code/build/mac/xcode/../../../include/../plugins/Render/Home/orxRender.c:2078
#25 0x00000001000254ea in orxClock_Update at /Users/sergei/SWDev/CrossPlatform/orx/code/build/mac/xcode/../../../src/core/orxClock.c:555
#26 0x0000000100002317 in orx_Execute at /Users/sergei/SWDev/CrossPlatform/CastleDefense/../orx/code/include/orx.h:346
#27 0x00000001000021d2 in main at /Users/sergei/SWDev/CrossPlatform/CastleDefense/Source/main.c:293
[Display]
ScreenWidth = 800
ScreenHeight = 640
Title = Castle Defense
[Input]
SetList = MainInput
[MainInput]
;KEY_ESCAPE = Quit
MOUSE_LEFT = MouseClick
[Viewport]
Camera = Camera
BackgroundColor = (210, 180, 140)
[Camera]
; We use the same size for the camera than our display on screen so as to obtain a 1:1 ratio
FrustumWidth = @Display.ScreenWidth
FrustumHeight = @Display.ScreenHeight
FrustumFar = 1.0
FrustumNear = 0.0
Position = (0.0, 0.0, -1.0)
[Resource]
Texture = resources # resources/explosion
[Scene]
ChildList = Terrain #
Tank #
Enemies
[Terrain]
Graphic = @
Position = (-400., -320., -0.)
Repeat = (10., 10., 0.)
Scale = (10., 10., 0.); @.Repeat
Texture = grass.png
[Tank]
Graphic = @
Position = (-100., -300., -0.1)
Texture = tank.png
Pivot = center
GSide = player
GType = tank
[Enemies]
ChildList = Turret1 #
Turret2
[Turret1]
Graphic = TurretTexture
Position = (200, 300, -0.1)
Rotation = 180.0
Body = Box
GType = turret
GSide = enemy
[Turret2]
Graphic = TurretTexture
Position = (200, -300, -0.1)
Rotation = 180.0
Body = Box
GType = turret
GSide = enemy
[Bullet]
Graphic = BulletTexture
Position = (0, 0, -0.1)
Scale = (3, 3, -0.1)
Body = BulletBox
; ******* textures
[TurretTexture]
Texture = turret.png
Pivot = center
[BulletTexture]
Texture = pixel
; ******* clocks
[Clock]
Frequency = 100
[ShootClock]
Frequency = 0.5
; ****** effects
[FlashFX]
SlotList = Flash
[Flash]
; This FX slot plays on alpha with a triangle curve
Type = color
StartTime = 0.0
EndTime = 0.4
Period = 0.2
Curve = triangle
Absolute = true
StartValue = (255, 255, 255)
EndValue = (255, 0, 0)
; ****** physics
[Box]
PartList = BoxPart
[BulletBox]
PartList = BulletBoxPart
Dynamic = true
[BoxPart]
Type = box
Restitution = 0.0
Solid = true
CheckMask = 0xFFFF
SelfFlags = 0x0001
Density = 1.0
Friction = 1.0
[BulletBoxPart@BoxPart]
HighSpeed = true
/** Inits the tutorial
*/
orxSTATUS orxFASTCALL Init()
{
orxViewport_CreateFromConfig("Viewport");
_scene = orxObject_CreateFromConfig("Scene");
traverseScene(_scene, InitObject);
orxCLOCK *clock = orxClock_CreateFromConfig("Clock");
orxClock_Register(clock, Update, orxNULL, orxMODULE_ID_MAIN, orxCLOCK_PRIORITY_NORMAL);
orxCLOCK *shootClock = orxClock_CreateFromConfig("ShootClock");
orxClock_Register(shootClock, Shoot, orxNULL, orxMODULE_ID_MAIN, orxCLOCK_PRIORITY_NORMAL);
orxSTATUS status = orxEvent_AddHandler(orxEVENT_TYPE_PHYSICS, OnCollision);
return status;
}
Comments
Most of the stack is in OS land, when GLFW asks the OS for the new events that happened.
Which version of orx are you running? Is it something that appeared recently? Did you recently update orx and/or your version of OS X?
If you can send me your whole project (including the XCode project file), I can check on my side but it'll be with an older version of OS X.
It is my ongoing mini-project, so I cannot tell for sure if it me adding some feature like clock. I regularly update orx. I don't recall the issue happening much in the past. It is certainly more frequent now that it got my attention.