I have subclassed SKSpriteNode for my enemies. One of the methods in this class is a "blood squirt" SKAction sequence comprised of blocks which takes about 0.9 secs to complete.
-(void)runBloodBurst
{
SKSpriteNode *bloodBurst = [SKSpriteNode spriteNodeWithTexture:[_animations bloodBurstLeft2Start]];
bloodBurst.zPosition = 250;
bloodBurst.position = CGPointMake(-32, 0);
SKAction *wait0 = [SKAction waitForDuration:0.2];
SKAction *wait1 = [SKAction waitForDuration:0.7];
SKAction *block0 = [SKAction runBlock:^{
[bloodBurst runAction:[_animations bloodBurstLeft2]];
[self addChild:bloodBurst];
}];
SKAction *block1 = [SKAction runBlock:^{
[bloodBurst removeFromParent];
self.readyBloodBurst2 = true;
}];
[self runAction:[SKAction sequence:#[wait0, block0, wait1, block1]]];
}
If the player is attacking very enthusiastically, the blood squirt method could be called again before the 0.9 secs have passed (numerous blood squirts). However, this would randomly throw a EXEC_BAD_ACCESS error.
My solution was use a BOOL ivar to not allow running the sequence again until it has completed. This stopped the EXEC_BAD_ACCESS but I do not understand the root cause behind it.
An explanation would be greatly appreciated.
EDIT: As per LearnCocos2D request, added exception breakpoint and got this:
Related
I've read in a few placing that changing the speed variable of an SKAction will change the speed; however, that doesn't seem to be working for me.
- (void)startAnimating {
SKAction *moveDown = [SKAction moveByX:0 y:-[CAUtilities screenSize].height duration:self.animationDuration];
[self setMoveDownAction:[SKAction repeatActionForever:moveDown]];
[self runAction:self.moveDownAction];
}
- (void)incAnimationSpeedBy:(CGFloat)aFloat {
self.moveDownAction.speed += 0.5;
NSLog(#"%f", self.moveDownAction.speed);
}
The actual value of self.moveDownAction.speed changes as seen in the NSLog call, but the actual animation doesn't change.
I have incAnimationSpeedBy: being called when the screen is tapped, so using a SKAction sequence with a runBlock won't work for my needs.
I've tried:
Having the initial moveDown as an instance variable.
Having the repeat forever action as an instance variable (seen above).
Changing the duration property rather than speed.
Any help is appreciated, thanks.
The problem was I was trying to change the speed on the different SKAction objects when I should have been changing the speed on the parent SKSpriteNode.
- (void)startAnimating {
SKAction *moveDown = [SKAction moveByX:0 y:-[CAUtilities screenSize].height duration:3.0];
[self runAction:[SKAction repeatActionForever:moveDown]];
}
- (void)incAnimationSpeedBy:(CGFloat)aFloat {
if (self.speed + aFloat < kMaxSpeed)
self.speed += aFloat;
}
I am building a game with sprite kit and have a sprite moving from left to right with an endless action.
SKAction *moveRight = [SKAction moveByX:3.0 y:0 duration:3.5];
SKAction *moveLeft = [SKAction moveByX:-3.0 y:0 duration:3.5];
SKAction *reversedMoveRight = [moveRight reversedAction];
SKAction *reversedMoveLeft = [moveLeft reversedAction];
SKAction *completion = [SKAction runBlock:^{
SKAction *sequence = [SKAction sequence:#[moveRight, moveLeft, reversedMoveRight,reversedMoveLeft]];
SKAction *endlessAction = [SKAction repeatActionForever:sequence];
[snake runAction:endlessAction];
}];
[snake runAction:completion withKey:#"KeySnake"];
This works, but after a short period of time my game slows down. The CPU and memory usage continues to grow in the debug navigator in Xcode. I think the endless action is causing the problem, but I don't know any other way to move it constantly like I want to.
From your comment I understand you are calling
[snake runAction:completion withKey:#"KeySnake"];
inside the update method. This is the problem, infact you are creating and running a new action every frame.
Move the whole block of code (you showed in your question) inside a method that is called only once.
Example: here I also refactored the construction of your action and changed the x value (in the action) from 3.0 to 100.0
#import "GameScene.h"
#implementation GameScene
{
SKSpriteNode * _snake;
}
- (void)didMoveToView:(SKView *)view {
[self addSnake];
[self startSnakeMoving];
}
- (void)addSnake{
_snake = [SKSpriteNode spriteNodeWithImageNamed:#"Snake"];
_snake.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
[self addChild:_snake];
}
- (void)startSnakeMoving {
SKAction * moveRight = [SKAction moveByX:100.0 y:0 duration:3.5];
SKAction * sequence = [SKAction sequence:#[moveRight, moveRight.reversedAction, moveRight.reversedAction, moveRight]];
SKAction * endlessAction = [SKAction repeatActionForever:sequence];
[_snake runAction:endlessAction withKey:#"KeySnake"];
}
#end
Rather than making snake (whatever is snake) calling your endless action (that is in fact 'sequence' repeated forever), you should call 'sequence' via a CADisplayLink (which is a screen refresh), that is make to drive the rendering of anything (so game) at screen refresh frequency.
So in the game I'm building I want to repeat an action, but I want it to have an initial delay. So for example, the action would execute three seconds after the user started the game, but after it executes for the first time, there's no longer a three second delay. What can I do to solve this?
Thanks in advance!
You could use an SKAction to make a delay, then put it at the beginning of your sequence.
Apple gives some sample code on sequences:
SKAction *moveUp = [SKAction moveByX:0 y:100.0 duration:1.0];
SKAction *zoom = [SKAction scaleTo:2.0 duration:0.25];
SKAction *wait = [SKAction waitForDuration: 0.5];
SKAction *fadeAway = [SKAction fadeOutWithDuration:0.25];
SKAction *removeNode = [SKAction removeFromParent];
SKAction *sequence = [SKAction sequence:#[moveUp, zoom, wait, fadeAway, removeNode]];
[node runAction: sequence];
You can use SKAction waitForDuration to make a delay.
I have an SKScene where I am adding an SKSpriteNode. I have subclassed SKSpriteNode class to create this node. In the subclass i am defining certain SKActions on the sprite. What i want is that when the SKAction sequence that runs on this sprite ends, i add a new sprite node to the scene. How is this possible. Following is my code:
code for sequence that i am running on skspritenode subclass (TEMissileNode) :-
SKAction *moveDown = [SKAction moveToY:self.position.y - 20 duration:0.2];
SKAction *animation = [SKAction animateWithTextures:textures timePerFrame:time/7];
SKAction *moveMissileProjectile = [SKAction moveTo:pointoffScreen duration: time];
SKAction *group = [SKAction group:#[animation, moveMissileProjectile]];
SKAction *sequence = [SKAction sequence : #[moveDown,group, [SKAction removeFromParent]]];
[self runAction:sequence];
From the main scene I am calling the method which executes these actions
TEMissileNode *missile = [TEMissileNode missileAtPoint: CGPointMake(copter.position.x + copter.size.width/2, copter.position.y - 20)
Type:TEMissileTypeA];
[self addChild:missile];
[missile moveTowardsPosition:position];
What i want is that after the completion of the method (moveTowardsPosition:position), I add another child sprite node to the scene but how to get a completion notification from the method.
There are two ways of going about calling code after the completion of an action.
Use the completion block after runAction.
[self runAction:sequence completion:^{
//Add relevant code here.
}];
Or, add another block to execute at the end of the sequence.
SKAction *actionBlock = [SKAction runBlock:^{
//Add relevant code here.
}];
SKAction *sequence = [SKAction sequence : #[moveDown,group, [SKAction removeFromParent], actionBlock]];
I have this code:
#implementation MyScene {
SKAction *delayAction;
}
Inside a method:
delayAction = [SKAction waitForDuration:3.0];
[self runAction:[SKAction repeatActionForever: [SKAction sequence:
#[delayAction, [SKAction ...]]]]]
withKey:#"myKey"];
Then i want to decrease duration overtime. (This method is called on update:)
So i tried:
- (void)updateVelocity
{
NSLog(#"duration:%f",delayAction.duration);
delayAction.duration = delayAction.duration - 0.001;
}
And i get:
2014-04-04 11:45:05.781 FlyFish[5409:60b] duration:1.300000
2014-04-04 11:45:05.785 FlyFish[5409:60b] duration:1.299000
2014-04-04 11:45:05.800 FlyFish[5409:60b] duration:1.298000
2014-04-04 11:45:05.816 FlyFish[5409:60b] duration:1.297000
Which seems good, but my [SKAction ...] still continues repeating after 3 seconds.
I'd do this a different way. Something like this...
- (void)recursiveActionMethod
{
if (some end condition is met) {
return;
// this allows you to stop the repeating action.
}
self.duration -= 0.01;
// store duration in a property
SKAction *waitAction = [SKAction waitForDuration:self.duration];
SKAction *theAction = [SKAction doWhatYouWantHere];
SKAction *recursiveAcion = [SKAction performSelector:#selector(recursiveActionMethod) onTarget:self];
SKAction *sequence = [SKAction sequence:#[waitAction, theAction, recursiveAction]];
[self runAction:sequence];
}
This will perform your action and then come back to this function to be run again with a different wait time and again, and again, ...
You can even stop the sequence by having some end condition that would jump inside the if block and stop the loop.
I am a bit late, but you can instead set the action to SKActionTimingEaseOut. Also this is language native and should work slightly faster. (Though you cannot customize the speed changes)
This can be done similarly to this:
yourSKAction.timingMode = SKActionTimingEaseOut;