After profiling my app, I appear to have a memory leak somewhere in this method:
- (void) didEvaluateActions {
for (int x = 0; x < self.children.count; x++) {
if ([self.children[x] isKindOfClass:[BallNode class]]) {
BallNode * ball = (BallNode *) self.children[x];
if (abs(ball.physicsBody.velocity.dx) < BALL_MIN_VEL_X) {
ball.physicsBody.velocity = CGVectorMake((ball.physicsBody.velocity.dx < 0 ? -1 : 1) * BALL_MIN_VEL_X, ball.physicsBody.velocity.dy);
}
if (abs(ball.physicsBody.velocity.dx) > BALL_MAX_VEL_X) {
ball.physicsBody.velocity = CGVectorMake((ball.physicsBody.velocity.dx < 0 ? -1 : 1) * BALL_MAX_VEL_X, ball.physicsBody.velocity.dy);
}
if (abs(ball.physicsBody.velocity.dy) < BALL_MIN_VEL_Y) {
ball.physicsBody.velocity = CGVectorMake(ball.physicsBody.velocity.dx, (ball.physicsBody.velocity.dy < 0 ? -1 : 1) * BALL_MIN_VEL_Y);
}
if (abs(ball.physicsBody.velocity.dy) > BALL_MAX_VEL_Y) {
ball.physicsBody.velocity = CGVectorMake(ball.physicsBody.velocity.dx, (ball.physicsBody.velocity.dy < 0 ? -1 : 1) * BALL_MAX_VEL_Y);
}
}
}
}
I'm not seeing where this method could be causing a memory leak. BallNode is not created here, so why is instruments pointing back to this location? How is this method causing a leak?
-Thank in advance