I have a problem with using CCActionSequence in cocos2d v3.0 (iPhone, Objective-C).
I have created a label with some text. I want it to move up while fading out. After that, remove it from the scene. I created 3 actions: moveBy, Fade, and Remove. Looking at some tutorials on the web, I should be able to chain the actions together with a CCActionSequence. However, when I do this, all three actions run at the same time, essentially removing my label before the fade and move animations kick in.
CCLabelTTF *labelDP = [CCLabelTTF labelWithString:#"Double Points!" fontName:#"Helvetica" fontSize:16.0f];
labelDP.positionType = CCPositionTypeNormalized;
labelDP.position = ccp(0.5f,0.5f);
labelDP.color = [CCColor colorWithWhite:1.0f alpha:1.0f];
[self addChild:labelDP];
CCAction *actionMove = [CCActionMoveBy actionWithDuration:ALERT_FADE_DURATION position:ccp(0.0f, 40.0f)];
CCAction *actionFade = [CCActionFadeOut actionWithDuration:ALERT_FADE_DURATION];
CCAction *actionRemove = [CCActionRemove action];
[labelDP runAction:actionFade];
[labelDP runAction:[CCActionSequence actions:actionMove, actionRemove, nil]];
Is there a setting that makes these animations run in sequence instead of simultaneously? Because from all the tutorials I see, they seem to be able to achieve it with similar lines of code as the above.
Any help would be appreciated.
EDIT: ALERT_FADE_DURATION is a macro defined as 2.0f
I believe the problem is invoking runAction twice on the same node.
EDIT: As LearnCocos2D mentioned in the comments invoking runAction more then once should work as long as the actions are not interfering with each other (i.e. two move actions on the same node running in parallel) so it's either a behavioral change in version 3.x or maybe your ALERT_FADE_DURATION definition is too small (as noted in the comments as well)
Try using the CCActionSpawn action which can run actions in parallel on the same node :
CCAction *spawnAction = [CCActionSpawn actionWithArray:#[actionMove , actionFade]];
CCAction *sequenceAction = [CCActionSequence actionWithArray:#[spawnAction]];
[labelDP runAction:sequenceAction];
This should give you the desired effect. First move and fade the label and only then remove it from its parent node
Try with this:
CCAction *actionMove = [CCActionMoveBy actionWithDuration:ALERT_FADE_DURATION position:ccp(0.0f, 40.0f)];
CCAction *actionFade = [CCActionFadeOut actionWithDuration:ALERT_FADE_DURATION];
CCAction *actionRemove = [CCActionRemove action];
id seq = [CCActionSequence actions:actionMove, actionRemove, nil];
[labelDP runAction:[CCActionSpawn actions:actionFade, seq, nil]];
Related
This is the code to show sprite sheet animation if something happens in the game, animation works perfect but it is not stopping after the animation frames sequence complete, i had done so many things to stop the animation, but nothing is giving me solution, here is my code
if(m_bEffectChangeColor){
`
m_gamecoinffect = [CCSprite spriteWithSpriteFrameName:#"powerup0001"];
[self addChild:m_gamecoinffect z:3];
CCAnimate *coineffect = [CCAnimate actionWithSpriteSequence:#"powerup%04d" numFrames:30 delay:0.1f restoreOriginalFrame:NO];
[m_gamecoinffect runAction:[CCRepeatForever actionWithAction:coineffect]];
m_gamecoinffect.position = ptEffectPos;
CCCallBlock *block = [CCCallBlock actionWithBlock:^{
//[m_gamecoinffect stopAllActions];
[self removeChild:m_gamecoinffect cleanup:YES];
}];
CCDelayTime *time = [CCDelayTime actionWithDuration:1];
[m_gamecoinffect runAction:[CCSequence actions:time, block, nil]];
`
Above code i tried to add timer and everything i know, but nothing is working,,, i would like to stop animation and remove those sprite from the layer.
Thanks in advance.
The animation does not stop because the CCRepeatForever is the action which animates forever means continuously. Change below line:
[m_gamecoinffect runAction:[CCRepeatForever actionWithAction:coineffect]];
With
[m_gamecoinffect runAction:coineffect];
Is there any way to animate CCSprite width/height in cocos2d ? I'm looking to animate the menu panel width, scaleX/scaleY property animation is not the solution for my case.
I'm not 100% sure what you want to do as there is very little data.
But you can take a look at CCMoveTo and CCScaleTo.
These will move and scale your sprite over a given time.
You can group these together (I think) to run them both at the same time.
Yes, there are a lot of animations available in cocos2d. you may want to run multiple action on a sprite sequentially or parallel on a node/sprite. For example i have a sprite and i want to scale its size, blink and then fade out to it. Then i would do
CCSPrite *mySprite = [CCSprite spriteWithFile:#"xyz.png"];
.....
CCScaleTo *scale = [CCScaleTo actionWithDuration:0.3 scaleX:20 scaleY:30];
CCBlink *blink = [CCBlink actionWithDuration:0.3 blinks:2];
CCFadeTo *fade = [CCFadeTo actionWithDuration:0.3 opacity:0];
To run all the above actions one after other:
[mySPrite runAction:[CCSequence actions:scale, blink, fade, nil]];
To run all the actions at same time:
[mySprite runAction:[CSPawn actions:scale, blink, fade, nil]];
There are a lot of action like this you implement inorder to get an animation effect. Read the cocos2d documentaion.
I have CCMoveTo action on sprite, which is moving it from one point to another. When user hits a button the sprite should slow down with ease and continue moving to target location with new speed. I have no clue how to make this happen.
Update. Actually I replaced CCMoveTo with CCMoveBy but question still same.
With the current implementation of CCEaseIn/CCEaseOut actions, you can only ease the rate of actions from and to zero. This means that if you ease CCMoveBy/CCMoveTo they will ease the movement speed from/to a standstill.
However, starting from cocos2d 2.1 CCMoveBy/CCMoveTo are stackable. With this feature you can implement a workaround that results in the effect you want.
Setup and simulataneously run two CCMoveBy actions for the sprite: actionA will have the slower movement speed that you get after the button press. actionB will have the speed corresponding to the difference of the faster speed and the slower speed.
Then, when the user presses the button, you can CCEeaseOut actionB (stop CCMoveBy, and then launch it again with the desired CCEaseOut). This will look like the sprite eases from the movement speed of actionA + actionB to the speed of actionA.
Despite this explanation, if you are implementing game controls that you want to precisely fine tune, it might be a better idea to avoid CCActions and just update the sprite position frame-by-frame by implementing custom movement code.
You can use the EaseIn/Out action to get that effect :
id action = [CCMoveTo actionWithDuration:2 position:ccp(100,100)];
id ease = [CCEaseIn actionWithAction:action rate:2];
[sprite runAction: ease];
Taken from here
You can find different types of easing to suit your needs .
To dynamically change the speed of a CCMoveBy/CCMoveTo, there is a CCSpeed action you can implement.
First, when adding the CCMoveBy action, wrap it in a CCSpeed action as follows:
CCSpeed *action = [CCSpeed actionWithAction:[CCMoveBy actionWithDuration:myDuration position:ccp(xPos,yPos)] speed:1];
action.tag = 42;
[mySprite runAction:action];
Then, when you wish to modify the speed, obtain the CCSpeed action and modify it:
CCSpeed *action = (CCSpeed*)[mySprite getActionByTag:42];
[action setSpeed:6];
CGPoint startPoint = ccp(10,100);
CGPoint endPoint = ccp(300,100);
float fastTime = 5.f;
CCSprite *sp = [CCSprite spriteWithFile:#"sprite.png"];
sp.position = ccp(10,100);
[self addChild:sp];
[sp runAction:[CCMoveTo actionWithDuration:fastTime position:endPoint]];
//on hit
float slowTime = 10.f;
[sp stopAllActions];
float newSlowTime = ccpDistance(sp.position, endPoint)*slowTime/ccpDistance(startPoint, endPoint);
[sp runAction:[CCMoveTo actionWithDuration:newSlowTime position:endPoint]];
you can replace the ccmoveto action by ccactionmoveto like:
CCActionMoveTo *mAction = [CCActionMoveTo actionWithDuration:0.2f position:_selectedSpritePos];
[_selectedSprite stopAllActions];
[_selectedSprite runAction:mAction];
I have a CCLayer class called SuccessLayer. It gets added to the scene when the level is complete, like so:
SuccessLayer *successLayer = [SuccessLayer node];
[self addChild:successLayer];
In SuccessLayer, I want to have a rock fly by, I'm trying to achieve that with this:
-(void)onEnter{
Asteroid *asteroid = [Asteroid spriteWithFile:#"rocks.png"];
asteroid.position = ccp(0, 500);
[self addChild:asteroid];
CCMoveTo *move = [CCMoveTo actionWithDuration:2.0 position:ccp(1000, 0)];
[asteroid runAction:move];}
However, it seems CCMoveTo isn't working. I see the sprite sitting at its initial coordinates, but nothing more. What am I missing here? Thanks
[super onEnter];
any coco's onSomething, you should super onSomething.
Sovled the problem by casting it as a CCSprite (is that the correct way to say it?)
CCSprite *asteroid = [Asteroid spriteWithFile:#"rocks.png"];
Asteroid is already a subclass of CCSprite, so I have no idea why this works, but it allows me to run actions on it now.
I write the code for scrolling image in background of game. Simply define two sprite and set their position.
CGSize screenSize=[[CCDirector sharedDirector]winSize];
sky1 = [CCSprite spriteWithFile:#"sky1.png"];
sky1.position=ccp(screenSize.width/2, screenSize.height/2);
[self addChild:sky1];
CCLOG(#"sky1 position width=%f height=%f",sky1.position.x,sky1.position.y);
sky2=[CCSprite spriteWithFile:#"sky2.png"];
sky2.position=ccp(screenSize.width/2, sky1.position.y+sky1.contentSize.height/2+sky2.contentSize.height/2);
[self addChild:sky2];
[self schedule:#selector(scroll:) interval:0.01f];
And write the code for scrolling in scroll method:
-(void)scroll:(ccTime)delta{
CGSize screen=[[CCDirector sharedDirector] winSize];
CCLOG(#"come from schedule method pos.y=%f",sky1.position.y);
sky1.position=ccp(sky1.position.x, sky1.position.y-1);
sky2.position=ccp(sky2.position.x, sky2.position.y-1);
if(sky1.position.y <= -([sky1 boundingBox].size.height));
{
sky1.position=ccp(sky1.position.x, sky2.position.y+[sky2 boundingBox].size.height);
CCLOG(#"COMING IN first ifin scroll mwthod position width=%f pos.y=%f",sky1.position.x,sky1.position.y);
}
if(sky2.position.y<= -[sky2 boundingBox].size.height);
{
sky2.position=ccp(sky2.position.x, sky1.position.y+[sky1 boundingBox].size.height);
CCLOG(#"coming in secnond if ");
}
}
When I remove the if conditions then it works properly for one time. I don't know what is wrong with my condition and what the hell is going on with my code.
Can anybody explain?
I'm not too sure why your code isn't working properly. One thought that pops in my head is your interval may be too short. In other words, 0.01f (1/100) is shorter than your game update speed which is most likely 0.016 (1/60). So first thing I would try is tweaking your interval to maybe 0.02f. You could also drop the interval argument from the schedule call so it just runs once every frame. I would also try dropping the ccTime argument since it isn't being used.
[self schedule:#selector(scroll)];
-(void)scroll {}
But besides all that, this is probably best handled using CCActions. This looks like a simple pair of CCMoveTo actions combined with a CCRepeatForever to get the effect you want. This is the way I would go.
EDIT: here is a bit more detail about using CCActions to accomplish this. There are multiple ways of doing the same thing, but here is one you could try:
float moveDuration = 3; // or however fast you want it to scroll
CGPoint initialPosition = ccp(screenSize.width/2, screenSize.height/2);
CGPoint dp = ccp(0, -1*sky1.contentSize.height); // how far you want it to scroll down
CCMoveBy *scrollSky1 = [CCMoveBy actionWithDuration:moveDuration position:dp];
CCMoveTo *resetSky1 = [CCMoveTo actionWithDuration:0 position:initialPosition];
CCSequence *sequence = [CCSequence actionOne:scrollSky1 two:resetSky1];
CCRepeatForever *repeat = [CCRepeatForever actionWithAction:sequence];
[sky1 runAction:repeat];