Animation in Cocos2d from custom method - ios

I have animation layers stored within SpriteBuilder. I am calling it on a touch began method
heroCharacter.m
#implementation heroCharacter{
CCNode *_heroNode;
staminaNode *_staminaReference;
}
- (void)touchBegan:(UITouch *)touches withEvent:(UIEvent *)event
//Play animation
CCBAnimationManager* animationManager = _heroNode.userObject;
[animationManager runAnimationsForSequenceNamed:#"ouch"];
}
This works fine.
I am then trying to call the animation in a custom method in another file but it then doesn't work. I have no idea why? I have tested to make sure the method is called and it is. but the actual animation isn't called. It is the same code as used in the touchBegan
-(void)sleepingHero {
//Play animation
CCBAnimationManager* animationManager = _heroNode.userObject;
[animationManager runAnimationsForSequenceNamed:#"ouch"];
No Idea how to debug this.
My custom method is being called like this in another file. Called bedroomScene.:
#implementation .....{
heroCharacter *heroHolder;
}
then in didload:
heroHolder = [[heroCharacter alloc] init];
then in another method:
[heroHolder sleepingHero];

By executing:
heroHolder = [[heroCharacter alloc] init];
in your other file, you are instantiating a new node that has no relationship whatsoever with the original _heroNode node in your first class.
What you should do is passing the actual _heroNode from your first class to your second class, so that you can reference it in the latter. There are multiple ways of doing it:
you could define a property in your second class and set it from the first (supposing the first class instantiates the second);
you could add an argument to your second class' initialization method and pass _heroNode in it;
or, you could expose _heroNode in your first class through a property (or custom accessor method) and then pass a reference to the first class into your second class.
Hope this helps.
EDIT:
you could try something like this (where you currently create your bedroomScene):
bedroomScene = [BedRoomScene scene];
bedroomScene.heroHolder = _heroNode;
For this you will need to make your heroHolder ivar into a property:
#property (nonatomic, weak) CCNode* heroHolder;
(in your BedRoomScene interface or class extension).

When is sleepingHero being called? If it is called before didLoadFromCCB is called it means that the code connections are not set up yet and you cannot reference anything created in SpriteBuilder.

Related

Prohibit viewdidload on subviews

I have this myViewController, that instantiates instances of itself.
Currently, I have a UIButton, that triggers the method
-(void)somethingImportant
However, I want that somethingImportant to happen during the ViewDidLoad, so I don't have to push that button.
But if I put somethingImportant in the ViewDidLoad of myViewController, it is recursively called as many times I have a subview of myViewController.
I tried to put somethingImportant in the application didFinishLaunchingWithOptions: of my app delegate, but somehow that does't work either.
EDIT
So here's the code that might be relevant. I have this UIScrollView with a lot of subviews of myViewController:
- (void)configureScrollView
{
for (int i = 0; i < [self.childViewControllers count]; i++) {
...
myViewController * theSubview =[self.childViewControllers objectAtIndex:i];
....
[theScrollView addSubview:[theSubview view]];
}
}
What is the best approach to make sure that somethingImportant is called only once?
I have this class, that instantiates instances of itself.
This inherently sounds like a bad idea and can easily lead to recursion if you're not careful. Therefore I would suggest you rethink your logic. If you need multiple instances of a class, you should be managing those instances from outside that class, not from within.
However, if you're still insistent on doing this - you can do something similar to what sschale suggests and use a variable to keep track of whether you've called your method or not.
The thing is you'll need to define this variable as static in order for it to be stored at class scope, not instance scope.
For example:
static BOOL firstCalled = NO;
- (void)viewDidLoad {
[super viewDidLoad];
if (!firstCalled) {
firstCalled = YES;
[self foo];
}
}
Each subclass should be calling [super viewDidLoad], on up the chain, so that code really should only be called once.
However, if you need to make sure it executes only once, add #property (nonatomic) BOOL runOnce; to that file's interface, and then in -(viewDidLoad) do:
if(!self.runOnce) {
//all code that is only run once
self.runOnce = YES;
}

SKNode subclass with custom init method

I'm trying to subclass an SKNode class by using a custom init method.
My custom init method looks like this:
//interface
#interface BlocksLayer : SKNode
-(instancetype)initWithDirection(BlocksLayerMotionDirection)direction;
#end
//implementation
-(instancetype)initWithDirection:(BlocksLayerMotionDirection)direction{
self=[super init];
if (self) {
self.direction=direction;
[self makeLayer];
}
return self;
}
-(void)makeLayer{
//scene size has always width=0 and height=0
NSLog(#"%f",self.scene.size.width);
NSLog(#"%f",self.scene.size.height);
}
When I initialize the class with my custom method scene.width and scene.height are always zero.
Instead if I use the static node method initialization the scene.size contains valid values.
Do you have any idea what is the problem?
Is this a correct way to subclass a SKNode and is it a valid strategy to implement a non-static custom initialization method?
Many thanks,
Domenico
As far as I can tell, the [SKNode node]; method sets up the self.scene property (with most likely default values, something like 1024x768). The code you provided doesn't create the self.scene property, and therefore it doesn't have default values.
When the SKNode is added to the scene, the self.scene property will point to the SKScene that it was added to (this will always point to the root SKScene even if it is nested like SKScene->SKNode->SKNode). Then you can read the self.scene.size to get the size of the scene.
If you need to read the values before adding to the scene, you can do:
Pass in a reference to the SKScene in your custom init method and set self.scene to it.
You can pass the size in as a parameter.
You can hard code it in.
These are ranked by what I would do.

Changing label color of a label in a different view (delegates?) [Spritebuilder]

I have two scenes that I made in SpriteBuilder, one is Shop and the other is UpgradesNew. Shop is a CCNode layer and UpgradesNew is a CCNode layer. I have two CCScrollViews in the MainScene that load Shop and UpgradesNew respectively.
When one button in Shop is tapped, the label in UpgradesNew should change colors. I have been trying to implement this using delegates but it's not working.
Here's what I did...
In shop.h I set the protocol:
#protocol changeColorProtocol <NSObject>
#required
-(void)changeColor;
#end
Then I set the id
#property (nonatomic, retain) id <changeColorProtocol> delegate;
Here is the button that when clicked, should use changeColor. This is in shop.m
-(void) buyDiggerShibe {
[self.delegate changeColor];
[self didLoadFromCCB];
}
Now in UpgradesNew.h I made it adopt the protocol like this
#interface UpgradesNew : CCNode <changeColorProtocol>
And in UpgradesNew.m
I set delegate to self in ViewDidLoad.
Shop *shop = [[Shop alloc]init];
shop.delegate = self;
.
-(void)changeColor {
if (hasDigger == YES) {
shovelRequires.color = [CCColor greenColor];
NSLog(#"HEY HEY HEY");
}
}
I probably have parts of the delegate placed in the wrong area because I was trying to switch them around when it wasn't working, I'm not sure where they are supposed to go. I've watched multiple delegate tutorials and it just seems overly complicated, at least with what I am trying to do.
Any ideas?
EDIT:
Tried this.
I created a property in UpgradesNew
#property (strong, nonatomic) Shop *shop;
Then I synthesized it in the implementation and allocated it like this in didLoadFromCCB, instead of creating a new object:
self.shop = [[Shop alloc]init];
shop.delegate = self;
EDIT: This is how I am creating objects.
Drag a label into a layer. Identify it then define it in header as CCLabelTTF *label; That's it, thats all I do to create any object on the layer.
To create a layer like Shop or UpgradesNew, I hit New -> File -> Layer. That creates a new CCNode. Then I set the class of the CCNode, as shown in the picture the CCNode that is highlighted has a class of MainScene. If I want to establish a #property to that CCNode I just type the name in the box right below custom class and set it as doc root var, and then put it in the header as CCNode *MainScene. I don't do anything other than that.
I don't know anything about SpriteBuilder, so it's a bit hard to address your question. You might want to add SpriteBuilder to the title of your post so people who use that framework are likely to read it.
You need to explain how the 2 "CCNode layer"s are created, and how you link them together. In order for one object to have another object as a delegate, the delegate property has to be set somewhere. Where is that setup being done? Have you set a breakpoint at the line
[self.delegate changeColor];
To make sure that self.delegate is not nil?
Have you set a breakpoint in your changeColor method, or added a log statement, to see if it's being called? My guess is that self.delegate is nil, so the messages is being dropped on the floor (it's legal to send messages to nil in Objective-C. It just doesn't do anything.)

Delegate is nil

I have a property on a ViewController which I set from a parent SplitViewController:
Property declaration/synthesization
#interface DownloadRecipesViewController_iPad : DownloadRecipesViewController<PopoverMenuDelegate, RecipeChangeDelegate>{
id <NSObject, PopoverMenuParentDelegate, RecipeChangeDelegate, RecipeDownloadedDelegate> _selectionDelegate;
}
#property (strong) UIBarButtonItem *btnMenu;
#property (strong) id <NSObject, RecipeChangeDelegate, RecipeDownloadedDelegate> selectionDelegate;
#implementation DownloadRecipesViewController_iPad
#synthesize btnMenu;
#synthesize selectionDelegate = _selectionDelegate;
I wire up the delegate in the parent SplitViewVC's viewDidLoad method:
Wiring up the delegate
self.downloadVc = [self.storyboard instantiateViewControllerWithIdentifier:#"RecipeDownload"];
[self.downloadVc setSelectionDelegate:self];
A button in the Child VC calls a method to fire an event up to the parent ViewController, but when this event is called, the delegate is nil and the event isn't fired. I've wracked my brains trying every which way to find out why this happens but I'm at a total loss.
Delegate is nil here (firing the delegate):
-(IBAction)didTapMenu:(id)sender{
if([_selectionDelegate respondsToSelector:#selector(shouldToggleMenu)])
[_selectionDelegate shouldToggleMenu];
}
I've also tried without the backing property but hit the same problem.
Suggestions on how to find this follow. But first, why not save yourself some typing and remove the ivar and remove the #synthesize - its totally unnecessary typing at this time. Also, as a comment said, delegates should almost always be typed as weak.
Suggestions:
1) Write a (temporary) setter for the selectionDelegate, then set a break point where you actually set the value (or after) so you can verify that its getting set, and that nothing else is zeroing it out.
2) Set a breakpoint on the IBAction method, on the line where the if statement is, and when you hit it verify the object is the same one where you set the delegate, what the delegate value is, and then see if the respondsTo method succeeds (use single step).
The way I eventually solved this was:
Create a new delegate which exposes a method: -(void)segueBeginning:(UIStoryboardSegue*)destination
Use this delegate to expose prepareForSegue from the child UINavigationController to the parent SplitViewController
.3. Hook up my child VC in the parent ViewController when prepareForSegue is raised in the child nav controller:
if([destination.destinationViewController isKindOfClass:[DownloadRecipesViewController_iPad class]] && !self.downloadVc){ // download recipes
self.downloadVc = destination.destinationViewController;
self.downloadVc.selectionDelegate = self;
[self.downloadVc setSnapshotChangeDelegate:self];
[self.downloadVc.navigationItem setRightBarButtonItems:[NSArray arrayWithObjects:btnAdd, nil]];
}

How to initialize a custom view(controller) so it works both programmatically and in Interface Builder?

Suppose you implement a custom table view and a custom view controller (which mostly mimics UITableViewControllers behaviour, but when initialized programmatically, ...
#interface Foo : MyCustomTableViewController ...
Foo *foo = [[Foo alloc] init];
... foo.view is kind of class MyCustomTableView instead of UITableView:
// MyCustomTableView.h
#protocol MyTableViewDelegate <NSObject, UITableViewDelegate>
// ...
#end
#protocol MyTableViewDataSource <NSObject, UITableViewDataSource>
// ...
#end
#interface MyCustomTableView : UITableView
// ...
#end
// MyCustomTableViewController.h
#interface MyCustomTableViewController : UIViewController
// ...
#end
How should you implement/override init methods in correct order/ways so that you could create and use an instance of MyCustomTableView both by subclassing MyCustomTableViewController programmatically or from any custom nib file by setting custom class type to MyCustomTableView in Interface Builder?
It important to note that this is exactly how UITableView (mostly UIKit for that matter) works right now: a developer could create and use either programmatically or by creating from nib, whether be it File owner's main view or some subview in a more complex hierarchy, just assign data source or delegate and you're good to go...
So far I managed to get this working if you subclass MyCustomTableViewController, where I will create an instance of MyCustomTableView and assign it to self.view in loadView method; but couldn't figure out how initWithNibName:bundle:, initWithCoder:, awakeFromNib, awakeAfterUsingCoder:, or whatever else operates. I am lost in life cycle chain and end up with a black view/screen each time.
Thanks.
It is a real mystery how the UITableViewController loads its table regardless of if one is hooked up in interface builder, however I have came up with a pretty good way to simulate that behavior.
I wanted to achieve this with a reusable view controller that contains a MKMapView, and I figured out a trick to make it happen by checking the background color of the view.
The reason this was hard is because any call to self.view caused the storyboard one to load or load a default UIView if didnt exist. There was no way to figure out if inbetween those 2 steps if the user really didn't set a view. So the trick is the one that comes from a storyboard has a color, the default one is nil color.
So now I have a mapViewController that can be used in code or in storyboard and doesn't even care if a map was set or not. Pretty cool.
- (void)viewDidLoad
{
[super viewDidLoad];
//magic to work without a view set in the storboard or in code.
//check if a view has been set in the storyboard, like what UITableViewController does.
//check if don't have a map view
if(![self.view isKindOfClass:[MKMapView class]]){
//check if the default view was loaded. Default view always has no background color.
if([self.view isKindOfClass:[UIView class]] && !self.view.backgroundColor){
//switch it for a map view
self.view = [[MKMapView alloc] initWithFrame:CGRectZero];
self.mapView.delegate = self;
}else{
[NSException raise:#"MapViewController didn't find a map view" format:#"Found a %#", self.view.class];
}
}
The strategy I've used when writing such classes has been to postpone my custom initialization code as late as possible. If I can wait for viewDidLoad or viewWillAppear to do any setup, and not write any custom code in init, initWithNibName:bundle: or similar methods I'll know that my object is initialized just like the parent class no mater what way it was instantiated. Frequently I manage to write my classes without any overrides of these init methods.
If I find that I need to put my initialization code in the init methods my strategy is to write just one version of my initialization code, put that in a separate method, and then override all the init methods. The overridden methods call the superclass version of themselves, check for success, then call my internal initialization method.
If these strategies fail, such that it really makes a difference what way an object of this class is instantiated, I'll write custom methods for each of the various init methods.
This is how I solved my own issue:
- (void)loadView
{
if (self.nibName) {
// although docs states "Your custom implementation of this method should not call super.", I am doing it instead of loading from nib manually, because I am too lazy ;-)
[super loadView];
}
else {
self.view = // ... whatever UIView you'd like to create
}
}

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