使用 libgdx 设置新屏幕会使我的游戏崩溃?

setting a new screen with libgdx crashes my game?

所以我似乎一辈子都弄不明白为什么设置新屏幕会使我的游戏崩溃,我收到的日志消息看起来很简单,但我就是找不到它的根源所以我希望有人能帮帮我。这是日志消息

java(1240,0x1e59cb000) malloc: *** error for object 0x7f8cf4ad2208: incorrect checksum for freed object - object was probably modified after being freed.
*** set a breakpoint in malloc_error_break to debug

这是调用 setScreen 方法的代码,我没有看到我在哪里修改释放的对象希望有人能启发我这个问题

public class GameScreen implements Screen {
//..
public void updateWorld(float deltaTime){

        switch (gameState) {
            case START:
                //..
                break;

            case RUNNING:
                //..
                break;

            case GAMEOVER:
                System.out.println("called");
                //..
                fishy.setGRAVITY(-20);
                fishy.update(deltaTime);

                if (gos == null) gos = new GameOverState(game);
                gos.compareScore(curr_ig_score);
                backgroundMusic.pause();
                if (!gameOver.isPlaying()) gameOver.play();
                fishy.setMOVEMENT_X(0);

                updateGOSButtons();
                break;
            case PAUSED:
                //...
                break;
        }

        //..
    }

public void updateGOSButtons() {
            if (gos.isGoButtonClicked()) {
                gameOver.stop();
                backgroundMusic.play();
                dispose();
                game.setScreen(new GameScreen(game));
            }

            if (gos.isHomeButtonClicked()) {
                gameOver.stop();
                backgroundMusic.play();
                dispose();
                game.setScreen(new MainMenuScreen(game));
            }

            Gdx.input.setInputProcessor(gos.getStage());
    }

}

来自另一个线程:

What's happening is one of the following:

1) you are freeing an object twice,

2) you are freeing a pointer that was never allocated

3)you are writing through an invalid pointer which previously pointed to an object which was already freed

最好的方法是在以下方法中放置一个断点:malloc_error_break 方法并查看发生了什么。没有更多信息,我们无法提供帮助!

我最近 运行 遇到了一个类似的问题,这是我在渲染周期中间更改屏幕时引起的。发生的事情是当前屏幕将被隐藏和处理,然后它会尝试使用舞台和其他已经处理过的对象来渲染它。我不得不将 set screen 方法移动到渲染调用的末尾,问题已解决。