Game crashes sporadically around checking for sprites - ios

My game keeps crashing around this particular block of code.
The error message is Thread1: EXC_Bad_ACCESS(code =1) and the highlighted code is the following:
-(void)updateForArrays:(ccTime)delta
{
for (CCSprite *child in [self children]){
if (child.tag==2) {
if (CGRectIntersectsRect(child.boundingBox, _ship.boundingBox)) {
[self removeChild:child cleanup:YES];
_score += 1;
[_scoreLabel setString:[NSString stringWithFormat:#"Score : %d",_score]];
}
}if (child.tag ==3){
if (CGRectIntersectsRect(child.boundingBox, _ship.boundingBox)) {
CCScene *gameOverScene = [GameOverLayer gameOverScene];
[[CCDirector sharedDirector] replaceScene:gameOverScene];
}
}
}
}

You shouldn't modify ([self removeChild:child cleanup:YES]) collections (the [self children] array) while iterating. One way to go around this is to add objects for removal in a separate array and remove them after you're done checking for collisions.
Edit:
NSMutableArray *cleanupArray = [NSMutableArray array];
for (CCSprite *child in [self children]) {
// ...
[cleanupArray addObject:child]; // instead of [self removeChild:child cleanup:YES];
// ...
}
// actual removal of children
for (CCSprite *child in cleanupArray) {
[self removeChild:child cleanup:YES];
}
[cleanupArray removeAllObjects];

If all the children of self is of type CCSprite then your code will work. If not then you will face a crash. Because there is a chance that you might be forcefully typecasting a child which is of no CCSprite class. See if this code helps
-(void)updateForArrays:(ccTime)delta
{
for (id item in [self children]){
if((item isKindOfClass:(CCSprite class)])
{
CCSprite *child = (CCSprite *)item;
if (child.tag==2) {
if (CGRectIntersectsRect(child.boundingBox, _ship.boundingBox)) {
[self removeChild:child cleanup:YES];
_score += 1;
[_scoreLabel setString:[NSString stringWithFormat:#"Score : %d",_score]];
}
}if (child.tag ==3){
if (CGRectIntersectsRect(child.boundingBox, _ship.boundingBox)) {
CCScene *gameOverScene = [GameOverLayer gameOverScene];
[[CCDirector sharedDirector] replaceScene:gameOverScene];
}
}
}
}
}

Related

ReactiveCocoa takeUntil 2 possible signals?

So I have successfully turned a button into an off and on switch that changes the label.
I was also able to have it start a timed processed set off when that is to occur, and it have the ability to shut off the timed process.
Anyways I need to way to shut down the timed process I was wondering if there was a way to stop it without using the disposable. With a second takeUntil signal.
Edit I think what I was trying to do was slightly misleading let me show my current solution that works.
-(RACSignal*) startTimer {
return [[RACSignal interval:1.0
onScheduler:[RACScheduler mainThreadScheduler]]
startWith:[NSDate date]];
}
-(void) viewWillAppear:(BOOL)animated {}
-(void) viewDidLoad {
self.tableView.delegate = self;
self.tableView.dataSource = self;
RACSignal* pressedStart = [self.start rac_signalForControlEvents:UIControlEventTouchUpInside];
#weakify(self);
RACSignal* textChangeSignal = [pressedStart map:^id(id value) {
#strongify(self);
return [self.start.titleLabel.text isEqualToString:#"Start"] ? #"Stop" : #"Start";
}];
// Changes the title
[textChangeSignal subscribeNext:^(NSString* text) {
#strongify(self);
[self.start setTitle:text forState:UIControlStateNormal];
}];
RACSignal* switchSignal = [[textChangeSignal map:^id(NSString* string) {
return [string isEqualToString:#"Stop"] ? #0 : #1;
}] filter:^BOOL(id value) {
NSLog(#"Switch %#",value);
return [value boolValue];
}];
[[self rac_signalForSelector:#selector(viewWillAppear:)]
subscribeNext:^(id x) {
}];
static NSInteger t = 0;
// Remake's it self once it is on finished.
self.disposable = [[[textChangeSignal filter:^BOOL(NSString* text) {
return [text isEqualToString:#"Stop"] ? [#1 boolValue] : [#0 boolValue];
}]
flattenMap:^RACStream *(id value) {
NSLog(#"Made new Sheduler");
#strongify(self);
return [[self startTimer] takeUntil:switchSignal];
}] subscribeNext:^(id x) {
NSLog(#"%#",x);
#strongify(self);
t = t + 1;
NSLog(#"%zd",t);
[self updateTable];
}];
[[self rac_signalForSelector:#selector(viewWillDisappear:)] subscribeNext:^(id x) {
NSLog(#"viewWillAppear Dispose");
[self.disposable dispose];
}];
}
-(BOOL) isGroupedExcercisesLeft {
BOOL isGroupedLeft = NO;
for (int i =0;i < [self.excercises count]; i++) {
Excercise* ex = [self.excercises objectAtIndex:i];
if(ex.complete == NO && ex.grouped == YES) {
isGroupedLeft = YES;
break;
}
}
return isGroupedLeft;
}
-(void) updateTable {
// Find the
NSInteger nextRow;
if (([self.excercises count] > 0 || self.excercises !=nil) && [self isGroupedExcercisesLeft]) {
for (int i =0;i < [self.excercises count]; i++) {
Excercise* ex = [self.excercises objectAtIndex:i];
if(ex.complete == NO && ex.grouped == YES) {
nextRow = i;
break;
}
}
NSIndexPath* path = [NSIndexPath indexPathForItem:nextRow inSection:0];
NSArray* indexPath = #[path];
// update //
Excercise* ex = [self.excercises objectAtIndex:nextRow];
[self.tableView scrollToRowAtIndexPath:path atScrollPosition:UITableViewScrollPositionTop animated:YES];
if (ex.seconds <= 0) {
RLMRealm* db = [RLMRealm defaultRealm];
[db beginWriteTransaction];
ex.complete = YES;
[db commitWriteTransaction];
}
else {
// Update Seconds
RLMRealm* db = [RLMRealm defaultRealm];
[db beginWriteTransaction];
ex.seconds = ex.seconds - 1000;
NSLog(#"Seconds: %zd",ex.seconds);
[db commitWriteTransaction];
// Update table
[self.tableView reloadRowsAtIndexPaths:indexPath withRowAnimation:UITableViewRowAnimationNone];
}
} else {
NSLog(#"Done");
SIAlertView *alertView = [[SIAlertView alloc] initWithTitle:#"Deskercise" andMessage:#"Excercises Complete"];
[alertView addButtonWithTitle:#"Ok"
type:SIAlertViewButtonTypeDefault
handler:^(SIAlertView *alert) {
}];
alertView.transitionStyle = SIAlertViewTransitionStyleBounce;
[alertView show];
NSLog(#"Dispose");
[self.disposable dispose];
}
}
The issue with using takeUntil:self.completeSignal is that when you change completeSignal to another value, it isn't passed to any function that was already waiting for the variable that completeSignal was previously holding.
- (RACSignal*) startTimer {
#weakify(self)
return [[[RACSignal interval:1.0
onScheduler:[RACScheduler mainThreadScheduler]]
startWith:[NSDate date]]
takeUntil:[[self.start rac_signalForControlEvents:UIControlEventTouchUpInside]
merge:[[RACObserve(self, completeSignal) skip:1] flattenMap:
^RACStream *(RACSignal * signal) {
#strongify(self)
return self.completeSignal;
}]]
];
}
The signal is now observing and flattening completeSignal, which will give the desired effect. Signals that complete without sending next events are ignored by takeUntil:, so use self.completedSignal = [RACSignal return:nil], which sends a single next event and then completes.
However, this code is anything but ideal, let's look at a better solution.
#property (nonatomic, readwrite) RACSubject * completeSignal;
- (RACSignal*) startTimer {
return [[[RACSignal interval:1.0
onScheduler:[RACScheduler mainThreadScheduler]]
startWith:[NSDate date]]
takeUntil:[[self.start rac_signalForControlEvents:UIControlEventTouchUpInside]
merge:self.completeSignal]
];
}
- (void) viewDidLoad {
[super viewDidLoad];
self.completeSignal = [RACSubject subject];
self.tableView.delegate = self;
self.tableView.dataSource = self;
RACSignal * pressedStart = [self.start rac_signalForControlEvents:UIControlEventTouchUpInside];
#weakify(self);
RACSignal* textChangeSignal = [[pressedStart startWith:nil] scanWithStart:#"Stop" reduce:^id(id running, id next) {
return #{#"Start":#"Stop", #"Stop":#"Start"}[running];
}];
[self.start
rac_liftSelector:#selector(setTitle:forState:)
withSignals:textChangeSignal, [RACSignal return:#(UIControlStateNormal)], nil];
[[[pressedStart flattenMap:^RACStream *(id value) { //Using take:1 so that it doesn't get into a feedback loop
#strongify(self);
return [self startTimer];
}] scanWithStart:#0 reduce:^id(NSNumber * running, NSNumber * next) {
return #(running.unsignedIntegerValue + 1);
}] subscribeNext:^(id x) {
#strongify(self);
[self updateTable];
NSLog(#"%#", x);
}];
}
- (void) updateTable {
//If you uncomment these then it'll cause a feedback loop for the signal that calls updateTable
//[self.start sendActionsForControlEvents:UIControlEventTouchUpInside];
//[self.completeSignal sendNext:nil];
if ([self.excercises count] > 0 || self.excercises !=nil) {
} else {
}
}
Let's run through the list of changes:
completeSignal is now a RACSubject (a manually controlled RACSignal).
For purity and to get rid of the #weakify directive, textChangeSignal now uses the handy scanWithStart:reduce: method, which lets you access an accumulator (this works well for methods that work with an incrementing or decrementing number).
start's text is now being changed by the rac_liftSelector function, which takes RACSignals and unwraps them when all have fired.
Your flattenMap: to replace pressedStart with [self startTimer] now uses scanWithStart:reduce, which is a much more functional way to keep count.
I'm not sure if you were testing by having updateTable contain completion signals but it definitely causes a logic issue with your flattenMap: of pressedButton, the resulting feedback loop eventually crashes the program when the stack overflows.

game crashes with SIGKILL when running animation on custom SKSpriteNode

I'm encountering a very weird error causing my app to crash. I have created a custom SKSpriteNode called heroSpriteNode. Here is my initialization:
(id) init
{
if (self = [super init])
{
[self loadAnimations];
SKTexture *temp = self.gorillaStandingFrames[0];
self = [heroSpriteNode spriteNodeWithTexture:temp];
[self setUpHeroDetails];
}
return self;
}
The error is occurring when attempting to run an action on "self" the custom SkSpriteNode, like this:
-(void)jump
{
NSLog(#"Jump Tap!");
if(self.isOnTheGround)
{
self.physicsBody.velocity = CGVectorMake(0, 0);
self.physicsBody.angularVelocity = 0;
self.timedJump=NO;
[self.physicsBody applyImpulse:CGVectorMake(0, 350)];
[self removeActionForKey:#"walkingInPlaceBear"];
[self jumpingGorilla2]; // HERE IS THE ERROR
self.isOnTheGround=NO;
self.isRunning=NO;
self.isStanding=NO;
self.jumpFixTimer = [NSTimer scheduledTimerWithTimeInterval:0.4 target:self selector:#selector(flipTimedJumpBoolean) userInfo:nil repeats:NO];
}
}
I know this animation (and other animations I run) is the issue, because when I comment out that line the game runs fine.
Here is how I am loading the textures and creating an action:
-(void)loadJumpAnimation2
{
NSMutableArray *jumpFrames = [NSMutableArray array];
SKTextureAtlas *gorillaAnimatedAtlas = [SKTextureAtlas atlasNamed:#"mainCharJump"];
int numImages = gorillaAnimatedAtlas.textureNames.count;
for (int i=2; i <= numImages; i++) {
NSString *textureName = [NSString stringWithFormat:#"j%d", i];
SKTexture *temp = [gorillaAnimatedAtlas textureNamed:textureName];
[jumpFrames addObject:temp];
}
self.gorillaFlyingJump = jumpFrames;
}
-(void)jumpingGorilla2
{
[self runAction:[SKAction repeatActionForever:
[SKAction animateWithTextures:self.gorillaFlyingJump
timePerFrame:0.25f
resize:NO
restore:YES]] withKey:#"jump"];
return;
}
When it crashes there is no crash report in the logger, only a popup message in Xcode that is of type: 9 SIGKILL. It seems like this could be a memory issue related to how the animation frames are being stored? The animations ran fine on a standard SkSpriteNode, then after refactoring much of the code into a custom SkSpriteNode, I can no longer apply animations. Any ideas? Thank you.
UPDATE:
I've created another class to try to isolate the issue I'm having, I will post the code below with comments.
Here is the entire test class I created:
#import "heroTestNode.h"
#implementation heroTestNode
- (id) init
{
if (self = [super init])
{
[self loadAnimations];
SKTexture *temp = self.gorillaWalkingFrames[0];
self = [heroTestNode spriteNodeWithTexture:temp];
}
return self;
}
-(void)loadAnimations
{
NSMutableArray *walkFrames = [NSMutableArray array];
SKTextureAtlas *gorillaAnimatedAtlas = [SKTextureAtlas atlasNamed:#"mainCharRun2"];
int numImages = gorillaAnimatedAtlas.textureNames.count;
NSLog(#"Here are how many animation frames: %d", numImages);
for (int i=1; i <= numImages; i++) {
NSString *textureName = [NSString stringWithFormat:#"r%d", i];
SKTexture *temp = [gorillaAnimatedAtlas textureNamed:textureName];
[walkFrames addObject:temp];
}
self.gorillaWalkingFrames = walkFrames;
}
-(void)walkingGorilla // running this is causing the SIGKILL 9 crash
{
[self runAction:[SKAction repeatActionForever:
[SKAction animateWithTextures:self.gorillaWalkingFrames
timePerFrame:0.1
resize:NO
restore:YES]] withKey:#"test"];
return;
}
#end
Here is the interface:
#import <SpriteKit/SpriteKit.h>
#interface heroTestNode : SKSpriteNode
#property NSMutableArray *gorillaWalkingFrames;
-(void)walkingGorilla;
#end
And finally, here is how I am instantiating it:
heroTestNode *test = [[heroTestNode alloc] init];
test.position = CGPointMake((self.frame.size.width/2)+30,self.frame.size.height/3);
[self addChild:test];
[test walkingGorilla]; // this is causing the SIGKILL 9 crash
This causes the it to freeze "compressing" the view into the bottom left corner of my iPad and going unresponsive. I have no idea what would be causing this.

IOS - Collision Detection on Sprites using Cocos2d

In this game I have asteroids flying down from to top of screen, and a ship you can move freely, but I have added some collision detection and it does not seem to work in the update method when I call [self scheduleupdate];
// Import the interfaces
#import "HelloWorldLayer.h"
// Needed to obtain the Navigation Controller
#import "AppDelegate.h"
#pragma mark - HelloWorldLayer
// HelloWorldLayer implementation
#implementation HelloWorldLayer
// Helper class method that creates a Scene with the HelloWorldLayer as the only child.
+(CCScene *) scene
{
// 'scene' is an autorelease object.
CCScene *scene = [CCScene node];
// 'layer' is an autorelease object.
HelloWorldLayer *layer = [HelloWorldLayer node];
// add layer as a child to scene
[scene addChild: layer];
// return the scene
return scene;
}
// on "init" you need to initialize your instance
-(id) init
{
if( (self=[super init]) ) {
self.isTouchEnabled = YES;
moveLeft = NO;
moveRight = NO;
speed = 3;
fireSpeed = 8;
fireArray = [[NSMutableArray alloc] init];
CGSize winSize = [[CCDirector sharedDirector] winSize];
CCSprite *bg = [[CCSprite alloc] initWithFile:#"space_bg.jpg"];
[bg setPosition:ccp(160, 240)];
CGSize imageSize = bg.contentSize;
bg.scaleX = winSize.width / imageSize.width;
bg.scaleY = winSize.height / imageSize.height;
bg.position = ccp(winSize.width/2, winSize.height/2);
[self addChild:bg];
ship = [[CCSprite alloc] initWithFile:#"ship.png"];
[ship setPosition:ccp(100, 100)];
[self addChild:ship];
[self schedule:#selector(fireLoop:)];
NSTimer *timer = [NSTimer scheduledTimerWithTimeInterval:1
target:self
selector:#selector(fireCreate)
userInfo:nil
repeats:YES];
asteroidArray = [[NSMutableArray alloc] init];
for(int i = 0; i < 100; ++i) {
CCSprite *asteroid = [[CCSprite alloc] initWithFile:#"asteroid1.png"];
[asteroidArray addObject:asteroid];
}
[self asteroidCreate];
[self scheduleUpdate];
}
return self;
}
CCSpriteBatchNode *spriteSheet;
NSMutableArray *asteroidAnimFrames;
- (float)randomValueBetween:(float)low andValue:(float)high {
return (((float) arc4random() / 0xFFFFFFFFu) * (high - low)) + low;
}
-(void)updtate:(ccTime)dt{
CGPoint shipPosition = [ship position];
for(int i = 0; i < asteroidArray.count; i++){
CCSprite *asteroid = [asteroidArray objectAtIndex:i];
if (CGRectIntersectsRect(ship.boundingBox, asteroid.boundingBox)) {
NSLog(#"hit");
}
}
}
- (void)countDownToCreateNextAsteroid {
int minTime = 1;
int maxTime = 10;
int randomTime = (arc4random() % (3));
id countdownDelay = [CCDelayTime actionWithDuration:randomTime];
id creationMethod = [CCCallFunc actionWithTarget:self selector:#selector(asteroidCreate)];
id countdownToCreateSeq = [CCSequence actions:countdownDelay, creationMethod, nil];
[self stopAllActions];
[self runAction:countdownToCreateSeq];
}
-(void)asteroidCreate {
CGSize winSize = [[CCDirector sharedDirector] winSize];
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"asteroids.plist"];
spriteSheet = [CCSpriteBatchNode batchNodeWithFile:#"asteroids.png"];
asteroidAnimFrames = [NSMutableArray array];
for(int i=1; i <= 8; i++) {
[asteroidAnimFrames addObject:[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:[NSString stringWithFormat:#"asteroid%d.png", i]]];
}
CCAnimation *moveAsteroidAnim = [CCAnimation animationWithFrames:asteroidAnimFrames delay:0.1f];
CCSprite *asteroid = [CCSprite spriteWithSpriteFrameName:#"asteroid1.png"];
int x = arc4random() % 320;
int y = arc4random() % 480;
asteroid.position = ccp(x, 480);
CCAction *asteroidAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:moveAsteroidAnim restoreOriginalFrame:NO]];
[asteroidArray addObject:asteroid];
int q = arc4random() % 320;
int r = arc4random() % 10;
CCAction *moveAction = [CCMoveTo actionWithDuration:r position:ccp(q, -50)];
id asteroidRemove = [CCCallBlock actionWithBlock:^
{
[asteroid removeFromParentAndCleanup:YES];
[asteroidArray removeObject:asteroid];
}];
id asteroidSeq = [CCSequence actions:moveAction, asteroidRemove, nil];
[asteroid runAction:asteroidSeq];
[asteroid runAction:asteroidAction];
[spriteSheet addChild:asteroid];
[self addChild:spriteSheet];
[self countDownToCreateNextAsteroid];
}
-(void)fireLoop:(ccTime)fl {
if(fireArray.count > 0){
for(int i = 0; i < fireArray.count; i++){
CCSprite *tmpFire = [fireArray objectAtIndex:i];
if(tmpFire.position.y < 500){
[tmpFire setPosition:ccp([tmpFire position].x, [tmpFire position].y + fireSpeed)];
}else{
[fireArray removeObjectAtIndex:i];
}
}
} else {
}
}
-(void)fireCreate{
int shootPositionX = [ship position].x;
int shootPositionY = ([ship position].y) + 35;
CCSprite *fire;
fire = [[CCSprite alloc] initWithFile:#"fire.png"];
[fire setPosition:ccp(shootPositionX, shootPositionY)];
[fireArray addObject:fire];
[self addChild:fire];
[fire release];
}
-(void)gameLoop:(ccTime)dt {
int shipPositionX = 41/2;
if([ship position].x > shipPositionX){
[ship setPosition:ccp([ship position].x - speed, [ship position].y)];
}
}
-(void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
for(UITouch *t in touches){
CGPoint point = [self convertTouchToNodeSpace:t];
//if(point.x <= 160){
// moveRight = NO;
// moveLeft = YES;
//}else{
// moveRight =YES;
// moveLeft = NO;
//}
if(allowedToMove)
[ship setPosition:ccp(point.x, point.y + 76)];
}
}
-(void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
for(UITouch *t in touches){
CGPoint point = [self convertTouchToNodeSpace:t];
int shipX = [ship position].x;
int shipY = [ship position].y;
if (CGRectContainsPoint(CGRectMake (shipX - 20.5, shipY - 96, 50, 50), point))
{
allowedToMove = true;
}
}
}
-(void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
for(UITouch *t in touches){
CGPoint point = [self convertTouchToNodeSpace:t];
allowedToMove = false;
}
}
// on "dealloc" you need to release all your retained objects
- (void) dealloc
{
// in case you have something to dealloc, do it in this method
// in this particular example nothing needs to be released.
// cocos2d will automatically release all the children (Label)
// don't forget to call "super dealloc"
[super dealloc];
}
#pragma mark GameKit delegate
-(void) achievementViewControllerDidFinish:(GKAchievementViewController *)viewController
{
AppController *app = (AppController*) [[UIApplication sharedApplication] delegate];
[[app navController] dismissModalViewControllerAnimated:YES];
}
-(void) leaderboardViewControllerDidFinish:(GKLeaderboardViewController *)viewController
{
AppController *app = (AppController*) [[UIApplication sharedApplication] delegate];
[[app navController] dismissModalViewControllerAnimated:YES];
}
#end

EXEC_BAD_ACCESS on SKAction

I'm developing a Spritekit game.
I recevie an EXEC_BAD_ACCESS exception when touchind a node i try to run an action
This function catches the touch
-(void)selectNodeForTouch:(CGPoint)location {
SKNode *touchedNode = (SKNode *)[self nodeAtPoint:location];
NSLog(#"touched : %#",touchedNode.name);
if([[touchedNode name] isEqualToString:#"piece"]){
Piece *piece = (Piece *)[self nodeAtPoint:location];
if ([piece isRotated])
[piece rotateToFront];
else
[piece rotateToBack];
}
}
The object Piece Method rotateBack:
-(void)rotateToBack{
SKAction *rotationToBack = [SKAction animateWithTextures:[self animationFrames] timePerFrame:0.11];
[self runAction:rotationToBack withKey:#"rotation-to-back"];
[self setRotated:YES];
};
[self animationFrames] is a NSMutable array converted into NSArray with
[self setAnimationFrames:[NSArray arrayWithArray:frames]];
Finally frames is an the NSMutableArray containing some SKTextures
The executions brokes on animation execution.
In the Piece class
Change this line:
NSString *imageName = [NSString stringWithFormat:#"%#-1%#",[self baseImageName],imageResolution];
to
NSString *imageName = [NSString stringWithFormat:#"%#-1",[self baseImageName]];

Detect Touch on CCSprite

I'm new to cocos2d so excuse my ignorance, but I would like to know how to detect when a sprite has been touched and call a method when it has been touched.
I've defined and added my sprite like this:
CCSprite *infoButton = [CCSprite spriteWithFile: #"info.png"];
[infoButton setPosition:CGPointMake(450, 290)];
[menuBG addChild:infoButton];
I've followed various resources but they have been very vague, most of which the sprite was set in its own class.
Thanks in advance.
In regular Cocos2D:
-(void) ccTouchesBegan:(NSSet*)touches withEvent:(id)event
{
CCDirector* director = [CCDirector sharedDirector];
UITouch* touch = [touches anyObject];
CGPoint touchLocation = [touch locationInView:director.openGLView];
CGPoint locationGL = [director convertToGL:touchLocation];
CGPoint locationInNodeSpace = [infoButton convertToNodeSpace:locationGL];
CGRect bbox = CGRectMake(0, 0,
infoButton.contentSize.width,
infoButton.contentSize.height);
if (CGRectContainsPoint(bbox, locationInNodeSpace))
{
// code for when user touched infoButton sprite goes here ...
}
}
To demonstrate how much Kobold2D simplifies this over Cocos2D's approach:
-(void) update:(ccTime)delta
{
KKInput* input = [KKInput sharedInput];
if ([input isAnyTouchOnNode:infoButton touchPhase:KKTouchPhaseBegan])
{
// code for when user touched infoButton sprite goes here ...
}
}
Why dont you use CCMenuItemImage?
CCMenuItemImage* info = [CCMenuItemImage itemFromNormalImage:#"info.png" selectedImage:#"info.png" target:self selector:#selector(pressed:)];
CCMenu* menu = [CCMenu menuWithItems:info, nil];
menu.position = ccp(450,290);
[menuBG addChild:menu];
and another function whenever the user pressed the button..
-(void)pressed:(id)sender
{
// whatever you would like to do here...
}
The solution depends on your code architecture. For menu items use xuanweng variant. Alternatively you may check intersection of touch point with sprite bounds in ccTouchBegan method of parent layer. You need to transform touch point to layer space (in common case this transform is identity) and check CGRectContainsPoint ([sprite boundingBox], touchPos)
I made this custom event listener a while ago
This is the CCNode+events.h file(the header file)
//
// CCNode+events.h
// Save the world´s
//
// Created by Sebastian Winbladh on 2013-10-14.
// Copyright (c) 2013 Sebastian Winbladh. All rights reserved.
//
#import "cocos2d.h"
#import <objc/runtime.h>
//We are using CCLayer so we can capture events that occurs on top of it
#interface EventLayer : CCLayer
#property (nonatomic,assign) NSMutableArray *nodes;
#property (nonatomic,assign) void (^callback)(NSArray*nodeArray,NSSet*touches,NSString *event);
+(id)sharedEventLayer:(CCNode *)on callback:(void(^)(NSArray*nodeArray,NSSet*touches,NSString *event))block node:(NSArray *)addNode;
#end
#interface CCNode (props)
#property (nonatimic,assign) id rotationCX;
#property (nonatomic,assign) id rotationCY;
#property (nonatomic,assign) id scaleCX;
#property (nonatomic,assign) id scaleCY;
#end
//Sprite category
//Used to capture sprite cords and eval events
#interface CCNode (events)
-(void)addEventWithEvent:(NSString *)event callback:(void(^)(CCNode*node))back useDispatcher:(BOOL)disp;
#end
This is the CCNode+events.m file(Main file)
//
// Created by Sebastian Winbladh on 2013-10-14.
// Copyright (c) 2013 Sebastian Winbladh. All rights reserved.
//
#import "CCNode+events.h"
#implementation EventLayer
#synthesize callback,nodes;
//Shared instance
+(id)sharedEventLayer:(CCNode *)on callback:(void (^)(NSArray*nodeArray,NSSet*touches,NSString *event))block node:(NSArray *)addNode{
static dispatch_once_t onceToken;
static EventLayer *eventLayer;
dispatch_once(&onceToken, ^{
eventLayer = [[[EventLayer alloc]init]autorelease];
eventLayer.callback = block;
[[eventLayer getParent:on] addChild:eventLayer];
});
[eventLayer.nodes addObject:addNode];
return eventLayer;
}
//Find top level parent child
-(id)getParent:(CCNode*)on{
id ret=on;
BOOL done=false;
while(done == false){
ret = [ret parent];
if(![[ret parent] children]){
done = true;
}
}return ret;
}
-(void)callbackWithEvent:(NSString*)event nsSet:(NSSet *)set{
for(NSArray *lNodeArray in nodes){
self.callback(lNodeArray,set,event);
}
}
-(void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
[self callbackWithEvent:#"touchBegan" nsSet:touches];
}
-(void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
[self callbackWithEvent:#"touchEnded" nsSet:touches];
}
-(void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
[self callbackWithEvent:#"touchDrag" nsSet:touches];
}
//Initilize
-(id)init{
if(self = [super init]){
[self setTouchEnabled:YES];
nodes = [[NSMutableArray alloc]init];
}
return self;
}
-(void)dealloc{
//Dealloc nodes
[nodes release];
nodes = nil;
[super dealloc];
}
#end
#implementation CCNode (props)
#dynamic rotationCX,rotationCY,scaleCX,scaleCY;
-(void)setRotationCX:(id)rotationCX{
objc_setAssociatedObject(self, #selector(rotationCX), rotationCX, OBJC_ASSOCIATION_RETAIN_NONATOMIC);
}
-(id)rotationCX{return objc_getAssociatedObject(self, #selector(rotationCX));}
-(void)setRotationCY:(id)rotationCY{
objc_setAssociatedObject(self, #selector(rotationCY), rotationCY, OBJC_ASSOCIATION_RETAIN_NONATOMIC);
}
-(id)rotationCY{return objc_getAssociatedObject(self, #selector(rotationCY));}
//Scales
-(void)setScaleCX:(id)scaleCX{
objc_setAssociatedObject(self, #selector(scaleCX), scaleCX, OBJC_ASSOCIATION_RETAIN_NONATOMIC);
}
-(id)scaleCX{return objc_getAssociatedObject(self, #selector(scaleCX));}
-(void)setScaleCY:(id)scaleCY{
objc_setAssociatedObject(self, #selector(scaleCY), scaleCY, OBJC_ASSOCIATION_RETAIN_NONATOMIC);
}
-(id)scaleCY{return objc_getAssociatedObject(self, #selector(scaleCY));}
#end
#implementation CCNode (events)
-(void)createEventLayerWithEvent:(void(^)(NSArray*nodeArray,NSSet*touches,NSString *event))block node:(NSArray *)addNode{
[EventLayer sharedEventLayer:self callback:block node:addNode];
}
//Get top level child parent
-(id)getParent:(CCNode*)on{
id ret=on;
BOOL done=false;
while(done == false){
ret = [ret parent];
if(![[ret parent] children]){
done = true;
}
}return ret;
}
//This function creates a custom bounding box.
//It takes all childrens in the loop and calculate widths, hights, anchorPoints, positions, scales and rotations
//to get the exact bounding box of the node.
-(void)toggleRotationOnItems:(NSMutableArray *)items func:(NSString*)type{
for(NSArray *item in items){
CCNode *innerItems=[item objectAtIndex:0];
if([type isEqualToString:#"zero"]){
innerItems.rotationX=0;
innerItems.rotationY=0;
}
if([type isEqualToString:#"reset"]){
innerItems.rotationX=((NSNumber*)innerItems.rotationCX).floatValue;
innerItems.rotationY=((NSNumber*)innerItems.rotationCY ).floatValue;
}
}
}
-(CGPoint)getScalesOnChild:(CCNode *)item mother:(CCNode *)items{
CCNode *i=item;
BOOL didFinish=false;
CGPoint scales;
scales.x = item.scaleX;
scales.y = item.scaleY;
while(didFinish == false){
if([i isEqual:items])didFinish=true;
i = [i parent];
scales.x *= i.scaleX;
scales.y *= i.scaleY;
}
return scales;
}
-(BOOL)isVisible:(CCNode*)node mother:(CCNode*)m{
CCNode *i=node;
BOOL didFinish=false;
while(didFinish == false){
if(i.visible == false){
return false;
continue;
}
if([i isEqual:m])didFinish=true;
i = [i parent];
}
return true;
}
-(NSMutableArray*)createBoundingBox:(CCNode *)node{
node.rotationCX = [NSNumber numberWithFloat:node.rotationY ];
node.rotationCY = [NSNumber numberWithFloat:node.rotationY ];
node.scaleCX = [NSNumber numberWithFloat:node.scaleX ];
node.scaleCY = [NSNumber numberWithFloat:node.scaleY];
NSMutableArray *l=[[[NSMutableArray alloc]initWithObjects:node, nil]autorelease];
int c=1;
NSMutableArray *ret=[[[NSMutableArray alloc]init]autorelease];
if(node.visible == true)ret=[[[NSMutableArray alloc]initWithObject:[NSArray arrayWithObjects:node,nil]]autorelease];
//This first loop will loop until the count var is stable//
for(int r=0;r<c;r++){
//This loop will loop thru the child element list//
for(int z=0;z<[[l objectAtIndex:r] children].count;z++){
//Push the element to the return array.
CCNode *nodeItem = ((CCNode*)[[[l objectAtIndex:r] children] objectAtIndex:z]);
nodeItem.rotationCX = [NSNumber numberWithFloat:nodeItem.rotationX ];
nodeItem.rotationCY = [NSNumber numberWithFloat:nodeItem.rotationY ];
nodeItem.scaleCX = [NSNumber numberWithFloat:nodeItem.scaleX ];
nodeItem.scaleCY = [NSNumber numberWithFloat:nodeItem.scaleY];
if([self isVisible:nodeItem mother:node])[ret addObject:[NSArray arrayWithObjects:nodeItem, nil]];
if([[[[[l objectAtIndex:r] children] objectAtIndex:z] children] objectAtIndex:0]){
[l addObject:[[[l objectAtIndex:r] children] objectAtIndex:z]];
c++;
}//IF
}//FOR
}//FOR
NSMutableArray *statickPoints = [[[NSMutableArray alloc]init]autorelease];
NSMutableArray *dynamicPoints = [[[NSMutableArray alloc]init]autorelease];
//Set the rotation to 0 so we can calculate the values better
[self toggleRotationOnItems:ret func:#"zero"];
for(NSArray *items in ret){
//Create variables to hold the node point and the item it self
CGPoint nodePoint;
CCNode *innerItems=[items objectAtIndex:0];
//Check wich node world we will use
nodePoint = [[innerItems parent] convertToWorldSpace:innerItems.position];
CGPoint scales=[self getScalesOnChild:innerItems mother:node];
float widthOffsetP1 = innerItems.contentSize.width*innerItems.anchorPoint.x*scales.x;
float heightOffsetP1 = innerItems.contentSize.height*innerItems.anchorPoint.y*scales.y;
float widthOffsetP1Flip = innerItems.contentSize.width*(1-innerItems.anchorPoint.x)*scales.x;
float heightOffsetP1Flip = innerItems.contentSize.height*(1-innerItems.anchorPoint.y)*scales.y;
//statick positions
CGPoint point1 = CGPointMake(nodePoint.x-widthOffsetP1,nodePoint.y+heightOffsetP1Flip);
CGPoint point2 = CGPointMake(nodePoint.x-widthOffsetP1+innerItems.contentSize.width*scales.x,
nodePoint.y-heightOffsetP1+innerItems.contentSize.height*scales.y);
CGPoint point3 = CGPointMake(nodePoint.x-widthOffsetP1+innerItems.contentSize.width*scales.x,
nodePoint.y-heightOffsetP1);
CGPoint point4 = CGPointMake(nodePoint.x-widthOffsetP1,nodePoint.y-heightOffsetP1);
//Append to array
[statickPoints addObject:[NSArray arrayWithObjects:innerItems,
[NSValue valueWithCGPoint:point1],
[NSValue valueWithCGPoint:point2],
[NSValue valueWithCGPoint:point3],
[NSValue valueWithCGPoint:point4],nil]];
}
//Callculate mother and child rotations
for(NSArray *items in statickPoints){
NSValue *point1 = [items objectAtIndex:1];
NSValue *point2 = [items objectAtIndex:2];
NSValue *point3 = [items objectAtIndex:3];
NSValue *point4 = [items objectAtIndex:4];
int matrix_length=3;
CGPoint points[matrix_length];
points[0] = [point1 CGPointValue];
points[1] = [point2 CGPointValue];
points[2] = [point3 CGPointValue];
points[3] = [point4 CGPointValue];
// Seting the statick positions to the rotations
for(int i=0;i<=matrix_length;i++){
CGPoint nodePoint;
CCNode *item = [items objectAtIndex:0];
BOOL didFinish = false;
while(didFinish == false){
nodePoint = [[item parent] convertToWorldSpace:item.position];
float widthOffsetP1 = (points[i].x - (nodePoint.x));
float heightOffsetP1 = (points[i].y - (nodePoint.y));
float radians1=sqrt(fabs(powf(widthOffsetP1, 2))+fabs(powf(heightOffsetP1,2)));
float newRotation1 =CC_RADIANS_TO_DEGREES(atan2(widthOffsetP1,heightOffsetP1)) + ((NSNumber*)item.rotationCX).floatValue ;
float p1RotApplyed=(radians1) * sinf(CC_DEGREES_TO_RADIANS(newRotation1));
float p2RotApplyed=(radians1) * cosf(CC_DEGREES_TO_RADIANS(newRotation1));
points[i].x-=-p1RotApplyed+(widthOffsetP1);
points[i].y-=-p2RotApplyed+(heightOffsetP1);
if([item isEqual:node]){
didFinish=true;
}
item = [item parent];
}
}
[dynamicPoints addObject:[NSArray arrayWithObjects:[NSValue valueWithCGPoint:points[0]],
[NSValue valueWithCGPoint:points[1]],
[NSValue valueWithCGPoint:points[2]],
[NSValue valueWithCGPoint:points[3]],
nil]];
/* CCLabelTTF *la=[CCLabelTTF labelWithString:#"O" fontName:#"Arial" fontSize:6];
la.anchorPoint=ccp(0.5,0.5);
la.position=points[3];
[[self getParent:node ]addChild:la];
CCLabelTTF *la1=[CCLabelTTF labelWithString:#"O" fontName:#"Arial" fontSize:6];
la1.anchorPoint=ccp(0.5,0.5);
la1.position=points[2];
[[self getParent:node ]addChild:la1];
CCLabelTTF *la2=[CCLabelTTF labelWithString:#"O" fontName:#"Arial" fontSize:6];
la2.anchorPoint=ccp(0.5,0.5);
la2.position=points[1];
[[self getParent:node ]addChild:la2];
CCLabelTTF *la3=[CCLabelTTF labelWithString:#"O" fontName:#"Arial" fontSize:6];
la3.anchorPoint=ccp(0.5,0.5);
la3.position=points[0];
[[self getParent:node ]addChild:la3];*/
}
//Reset rotations
[self toggleRotationOnItems:ret func:#"reset"];
return dynamicPoints;
}
-(BOOL)boxContainsPoint:(CGPoint)p box:(NSMutableArray*)a test:(CCNode*)t{
BOOL returns=false;
NSMutableArray *ret=[[[NSMutableArray alloc]init]autorelease];
for(NSArray *items in a){
NSValue *point1 = [items objectAtIndex:0];
NSValue *point2 = [items objectAtIndex:1];
NSValue *point3 = [items objectAtIndex:2];
NSValue *point4 = [items objectAtIndex:3];
int matrix_length=4;
CGPoint points[matrix_length*2+1];
points[8] = points[4] = points[0] = [point1 CGPointValue];
points[5] = points[1] = [point2 CGPointValue];
points[6] = points[2] = [point3 CGPointValue];
points[7] = points[3] = [point4 CGPointValue];
NSMutableArray *hits=[[[NSMutableArray alloc]init]autorelease];
int p1=0;
float max=0;
for(int i=0;i<=matrix_length;i++){if(points[i].y>=max)p1=i;max=points[i].y;}
for(int i=0;i<matrix_length;i+=2){
CGPoint graphOrigo = ccp(points[p1+i+1].x,points[p1+i].y);
double x = (graphOrigo.x-p.x);
double k = (graphOrigo.y-points[p1+i+1].y)/(graphOrigo.x-points[p1+i].x);
double m = (graphOrigo.y-points[p1+i+1].y);
double y = (-k*x+m);
if((graphOrigo.y-p.y)>(y) && i <=1){
[hits addObject:[NSNumber numberWithBool:YES]];
}else if((graphOrigo.y-p.y)<(y) && i >=1){
[hits addObject:[NSNumber numberWithBool:YES]];
}else{
[hits addObject:[NSNumber numberWithBool:NO]];
}
graphOrigo = ccp(points[p1+i+1].x,points[p1+i+2].y);
y = (graphOrigo.y-p.y);
k = (graphOrigo.x-points[p1+i+2].x)/(graphOrigo.y-points[p1+i+1].y);
m = (graphOrigo.x-points[p1+i+2].x);
x = (-k*y+m);
if((graphOrigo.x-p.x)>(x) && i <=1){
[hits addObject:[NSNumber numberWithBool:YES]];
}else if((graphOrigo.x-p.x)<(x) && i >=1){
[hits addObject:[NSNumber numberWithBool:YES]];
}else{
[hits addObject:[NSNumber numberWithBool:NO]];
}
}
BOOL hit=YES;
for(NSNumber *bools in hits){
if(bools.boolValue == NO){
hit=NO;
}
}
[ret addObject:[NSNumber numberWithBool:hit]];
}
for(NSNumber *b in ret){
if(b.boolValue == YES){
returns=true;
}
}
return returns;
}
-(BOOL)validateToush:(NSSet *)touches nodePoint:(CCNode *)node{
UITouch *touch = [touches anyObject];
id parent = [self getParent:self];
//Touch to global node space
CGPoint touchPoint = [parent convertTouchToNodeSpace:touch];
NSMutableArray *nodeBox = [self createBoundingBox:(CCNode *)node];
//Validating of hit point
if([self boxContainsPoint:touchPoint box:nodeBox test:node])return true;
return false;
}
-(void)addEventWithEvent:(NSString *)event callback:(void (^)(CCNode*node))back useDispatcher:(BOOL)disp{
//Add a cc layer so we can capture toushes
[self createEventLayerWithEvent:^(NSArray*nodeArray,NSSet*touches,NSString *event) {
//Calback block
NSArray *lNodeArray=nodeArray;
CCNode *lNode = [lNodeArray objectAtIndex:0];
void(^nodeBack)(CCNode*node) =[nodeArray objectAtIndex:2];
BOOL disp =((NSNumber *)[nodeArray objectAtIndex:3]).boolValue;
if([[lNodeArray objectAtIndex:1] isEqualToString:#"touchBegan"]){
//Return to callback block
if([event isEqualToString:#"touchBegan"] && [lNode validateToush:touches nodePoint:lNode] || disp==NO && [event isEqualToString:#"touchBegan"])nodeBack((CCNode*)[nodeArray objectAtIndex:0]);
}else if([[lNodeArray objectAtIndex:1] isEqualToString:#"touchEnded"]){
//Return to callback block
if([event isEqualToString:#"touchEnded"] && [lNode validateToush:touches nodePoint:lNode] || disp==NO && [event isEqualToString:#"touchEnded"])nodeBack((CCNode*)[nodeArray objectAtIndex:0]);
}else if([[lNodeArray objectAtIndex:1]isEqualToString:#"touchDrag"]){
//Return to callback block
if([event isEqualToString:#"touchDrag"] && [lNode validateToush:touches nodePoint:lNode] || disp==NO && [event isEqualToString:#"touchDrag"])nodeBack((CCNode*)[nodeArray objectAtIndex:0]);
}
} node:[NSArray arrayWithObjects:self,event,Block_copy(back),[NSNumber numberWithBool:disp], nil]];
}
#end
To use this event listener is very simple
Include the CCSprite+events.h file in your project.
Create a CCNode/CCSprite(yourNode) that you like to add an eventlistener on.
Then your create the event by coding this
[yourNode addEventWithEvent:#"touchBegan" callback:^(CCNode *node) {
NSLog(#"Touch began on node");
} useDispatcher:YES];
The addEventWithEvent parameter takes three types
touchBegan = fired when your finger touches the node
touchEnded = fired when your finger releases the node
touchDrag == fired when moving you finger on the node
The callback takes a callback block that will be fired on the event above.
The useDispatcher takes a BOOL value(YES or NO).
If it get´s set to YES the event will fire on the CCNode.
If it get´s set to NO the event will fire on the screen

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