Can't seem to make my scene scroll horizontally automatically - ios

I am trying to make a game that consist of a "hero" that runs endlessly and basically has to avoid obstacles and as he avoids these obstacles he receives point and I am trying to make this game in Sprite Builder which I am not so good in yet and having a hard time coding for it.
Basically this is what I have so far:
static const CGFloat scrollSpeed = 0.1;
#implementation level
{
CCPhysicsNode *_physicsNode;
CCSprite *_guy;
}
- (void)update:(CCTime)delta
{
_guy.position = ccp(_guy.position.x + delta * scrollSpeed, _guy.position.y);
_physicsNode.position = ccp(_physicsNode.position.x - (scrollSpeed *delta), _physicsNode.position.y);
}
- (void)didLoadFromCCB
{
// tell this scene to accept touches
self.userInteractionEnabled = TRUE;
}
- (void)touchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
//whenever the screen is tapped, this will happen
[self guyJump];
}
- (void)guyJump {
//makes the guy jump
}
But then I am also receiving this error in the console:
CCBReader: Couldn't find member variable: _physicsNode
CCBReader: Couldn't find member variable: _guy
HOW I SOLVED IT !
Make sure that in SpriteBuilder:
level is the custom class of your CCScene root node
Your CCSprite and CCPhysicsNode is marked as Doc root var and the correct name is
marked, also it should not be a custom class
Do a File->Clean Cache
Press the Publish button
Make sure that in XCode
You have a custom class called level
In level you have an ivar declared
#implementation level
{
CCPhysicsNode *_physicsNode;
CCSprite *_guy;
}
Do a Product->Clean
Run your project

Try to replace these lines of code:
#implementation level
{
CCPhysicsNode *_physicsNode;
CCSprite *_guy;
}
with:
#interface level ()
{
CCPhysicsNode *_physicsNode;
CCSprite *_guy;
}
#implementation level

Make sure that in SpriteBuilder:
level is the custom class of your CCScene root node
Your CCSprite and CCPhysicsNode is marked as Doc root var and the correct name is
marked, also it should not be a custom class
Do a File->Clean Cache
Press the Publish button
Make sure that in XCode
You have a custom class called level
In level you have an ivar declared
#implementation level
{
CCPhysicsNode *_physicsNode;
CCSprite *_guy;
}
Do a Product->Clean
Run your project

Related

Trying to access the Class from GameLayer

I have a custom class "LinkWithNumber" with three sprites
and on the GameLayer in update I am trying to test
CGRectContainsRect for collisions but I am having trouble trying to access the sprite in the class file (I don't have much experience so most likely I am messing up :P)
I have tried the following:
LinkWithNumber.h
#interface LinkWithNumber : SKSpriteNode <SKPhysicsContactDelegate>
{
SKSpriteNode *collide;
}
LinkWithNumber.m
#synthesize collide;
//add collision object to the class
collide = [[SKSpriteNode alloc]initWithColor:[SKColor blueColor]
...blah blah as normal
[self addChild:collide];
collide.name = #"collide";
GameLayer.h
#class LinkWithNumber;
#interface GameScene : SKScene <SKPhysicsContactDelegate>
{
LinkWithNumber* twoSpritesWithParticlesBridge;
}
#property (nonatomic, strong)LinkWithNumber* twoSpritesWithParticlesBridge;
GameLayer.m
#synthesize twoSpritesWithParticlesBridge;
-(void)addStaticLinkedSpriteWithParticles
{
twoSpritesWithParticlesBridge =
[[LinkWithNumber alloc]initWithlinkSpriteA:#"RoseMine06"
spriteB:#"RoseMine06"
andPlistAnimation:#"need to create animations"
distbetween:300
hasParticles:YES
ParticlesNamed:#"Fire"];
[self addChild:self->twoSpritesWithParticlesBridge];
twoSpritesWithParticlesBridge.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize: twoSpritesWithParticlesBridge.frame.size];
}
-(void)update:(CFTimeInterval)currentTime {
LinkWithNumber *currentSprite =
(LinkWithNumber*)[self childNodeWithName:#"collide"];
//NSLog(#"currentSprite Name #%#", currentSprite); //gets nil
if (CGRectContainsRect(myShip02.frame,currentSprite.frame)) {
NSLog(#"Hit barrier can pass");
}
}
Any help would be appreciated :)
How to locate your class object... The Solution, with thanks to 0x141E!
//name it on setup inside your customCLass
//eg yourObject.name = #"collide";
//Now in Gamelayer locate your object by recursive search
//it will look for any object named #"//collide"
//without the slashes it will only look on the game layer
//but since we need to dig a bit further we need them!
LinkWithNumber *currentSprite =
(LinkWithNumber*)[self childNodeWithName:#"//collide"];
NSLog(#"LinkWithNumber is %#",NSStringFromClass([currentSprite class]));
//do something with your object
if (currentSprite.position.y >0 ) {
NSLog(#"currentSprite Position %f",currentSprite.position.y);
}
extras
Sknode Class ref for other search functions
How to enumerate all nodes
I see two issues...
You are searching only the root node (in this case the scene) for the node named "collide", but that node is a child of LinkWithNumber node not the scene. To recursively search the entire node tree, use #"//collide"
You are casting the result of the search to a LinkWithNumber pointer, but collide is an SKSpriteNode not a LinkWithNumber.

How to start CCBFile animation on call in cocos2d?

I ceated the CCBFile in Sprite Builder and added in a main scene, now when i run the project that CCBFile animation start automatically. I want to start or call it after some delay... any idea?
here is my code...
#implementation MainScene {
CCPhysicsNode *_physicsNode;
CCNode *playerbackwardshort;
}
// is called when CCB file has completed loading
- (void)didLoadFromCCB {
//For Delay
[self performSelector:#selector(Upgrade) withObject:nil afterDelay:0.6];
}
-(void)Upgrade{
CCBAnimationManager* am = self.userObject;
[am runAnimationsForSequenceNamed:#"playerbackwardshort"];
}
The CCBAnimationManager is used for this. Let's say that you named your animation 'AnimationTest`. To stop it from running automatically, there's an option for it in the timeline properties (see here)
// in the loaded ccb file's class
CCBAnimationManager* animationManager = self.userObject;
[animationManager runAnimationsForSequenceNamed:#"AnimationTest"];

How to make sure finger is actually on the screen with cocos2d

I want to test to make sure there is actually a finger on the screen every few seconds. Currently, I have things happening when ccTouchesBegan, though, what happens is you can turn off your device and turn it back on and it still thinks a finger is on the screen, or at least the functions are still going. Is there a way to prevent this? Like creating an #selctor to test this?
This is what I would do....
In my implementation, I would create a bool called 'isItStillBeingTouched'
HelloWorldLayer.h
#interface HelloWorldLayer
#property bool isItStillBeingTouched; // Should be fine anywhere between interface & end
#end
Although you haven't said, I'm guessing that you have loops that are performing the task(s) you want to achieve, hence why they are not stopping of their own accord. What you may try is to wrap it all in a Do While loop:
-(void) ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
isItStillBeingTouched = YES;
while (isItStillBeingTouched) {
// Your current code....
}
}
You'll need to access the isItStillBeingTouched bool of your HelloWorldLayer class, from the AppDelegate, so alter said class to include this method within the helloWorldLayer.m
+ (id)sharedManager {
static HelloWorldLayer *sharedMyManager = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
sharedMyManager = [[self alloc] init];
});
return sharedMyManager;
}
Then in the HelloWorldLayer.h, insert +(id)sharedManager; anywhere tidy between your #interface HelloWorldLayer and your #end statements. Not inside any { or }.
The next step is to change the bool isItStillBeingTouched to NO when the application goes into the background.
Goto your AppDelegate.m, and find the:
-(void) applicationDidEnterBackground:(UIApplication*)application
Alter this to include setting your isItStillBeingTouched bool to NO (within the if statement), and your methods should stop running.
You do this by first calling an instance of the HelloWorldLayer, and then changing the property to NO. For that you'll need to add #import "HellowWorldLayer.h"
Assuming you've never previously altered the AppDelegate, it should look something like this:
#import "AppDelegate.h"
#import "IntroLayer.h"
#import "HellowWorldLayer.h"
//...The stock appDelegate code...
-(void) applicationDidEnterBackground:(UIApplication*)application
{
if( [navController_ visibleViewController] == director_ )
{
[director_ stopAnimation];
HelloWorldLayer *myLocalInstanceOfTheHelloWorldLayerClass;
myLocalInstanceOfTheHelloWorldLayerClass.levelToLoadUp = NO;
}
}

Adding a CCSprite (NSObject) to a MutableArray crash

I have a "bomb" CCSprite in its own class(If people who doesn't use cocos2d reads this, CCSprite is a NSObject pretty much).
The CCSprite file looks like this:
Bomb.h:
#import <Foundation/Foundation.h>
#import "cocos2d.h"
#import <OpenAL/al.h>
#class HelloWorldLayer;
#interface Bomb : CCSprite {
#private
int length;
}
#property (readwrite) int length;
#end
Bomb.m:
#import "Bomb.h"
#implementation Bomb
#synthesize length = _length;
#end
I add it in my game layer (HelloWorldLayerlike a pro) with #class Bomb; in .h, and I import the Bomb.h in my HWLayer.m aswell and where I use it in my code, is here:
Bomb *bombe = [[Bomb alloc] init];
bombe.position = explosionPoint;
bombe.length = player.explosionLength; //player is another CCSprite class. This one is from the method. ....fromPlayer:(PlayerSprite *)player
//Logging here works, tested and the bombe.position is valid and .length is valid
[currentBombs addObject:bombe];
NSLog(#"%#",currentBombs); //Here doesn't, guessing crash is at ^
As said, it crashes on the addObject:line. I can't really see why, as I just replaced a not-classed CCSprite with a Bombclass.
The crash is just a (lldb) and the thing on the left outputs a few thousand of these:
Which says description, so I would assume its in my CCSprite subclass the error is. BUT the bombe.* logging worked fine!
Does anyone understand why it doesn't work?
Edit:
EDIT:
NSLog(#"%#",currentBombs); //Here doesn't, guessing crash is at ^
Your %# implies NSString. currentBombs is likely an int. Try
NSLog(#"%i",currentBombs); //Here doesn't, guessing crash is at ^
CCSprite requires a texture. You can (maybe?) have a CCSprite without one, but that's not what CCSprite is for.
You will want to use CCNode for this purpose:
CCNode* node = [CCNode new];
This is a full-fledged Cocos2d object that you can move, etc. You'd add your Bomb to it, and move the CCNode around, like this:
Bomb *myBomb = [Bomb new]; //or whatever
CCNode* bombNode = [CCNode new];
//add the bomb to the node
[bombNode addChild:myBomb];
//move the node
bombNode.position = CGPointMake(10, 20)
This allows you to remove the myBomb from your node, effectively having something that you can add whatever you want without needing to display anything, but when you want to, it can be done easily.
Good luck
try this method :
Bomb *bombe = [Bomb spriteWithFile:#"yourFile.png"];
bombe.position = explosionPoint;
bombe.length = player.explosionLength;
[currentBombs addObject:bombe];
NSLog(#"%#",currentBombs);

Implementing CCSprite class into my game

In my game, which is using cocos2d, there is going to be many different types of enemies, which all look different, and move all in different ways. Also, there is going to be a couple of different gamemodes, which both use the same enemies. As there will be different gamemodes, I decided to make each of my enemies have their own CCSprite class. In those there will be the way that the sprites move, the animation, etc. When one of these sprite is needed in my game, they will be spawned in to the scene. The only thing is, how do I do this? How do I call for one of the sprites to be create on the screen when they are using a class of their own?
If you want to tell me another way than having these sprites having their own classes, that is fine, but keep in mind that I will be having a couple of different gamemodes. If I do the code for the sprites in the CCLayer class of that gamemode, well I will have to write the code twice, which will take time.
Thanks.
You can just subclass CCSprite and override the default initializer initWithTexture:rect:
example taken from here
#implementation MySprite
-(id) initWithTexture:(CCTexture2D*)texture rect:(CGRect)rect
{
if( (self=[super initWithTexture:texture rect:rect]))
{
// initialize your ivars here
//ivar1 = xxx;
//ivar2 = yyy;
//ivar3 = zzz;
}
return self;
}
#end
// And to create an instance of MySprite you simply do:
MySprite *sprite = [MySprite spriteWithFile...];
// or any of the supported CCSprite methods.
you can have a super class say EnemySprite that looks like this
#interface EnemySprite : CCSprite
- (void)addToLayer:(CCLayer *)layer;
- (void)removeFromLayer:(CCLayer *)layer;
#end
than create a subclass for each type of enemy for example:
#inteface BigEnemySprite : EnemySprite
#end
#implementation BigEnemySprite
- (void)addToLayer:(CCLayer *)layer {
[layer addChild:self];
// animation code for your big enemy
}
- (void)removeFromLayer:(CCLayer *)layer {
[layer removeChild:self];
// animation code
}
#end
than you can use them like
EnemySprite *enemy = [BigEnemySprite spriteFromFile:file];
[enemy addToLayer:self];

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