I use following code to show cloud randomly
- (void) cloudFly
{
int whichcloud = (arc4random() % 2) + 1;
CCSprite *target = [CCSprite spriteWithImageNamed:[NSString stringWithFormat:#"cloud%d.png",whichcloud]];
target.opacity = 0.3;
int minY = target.contentSize.height / 2;
int maxY = winSize.height - target.contentSize.height / 2;
int rangeY = maxY - minY;
int actualY = (arc4random() % rangeY) + minY;
target.position = ccp(winSize.width + (target.contentSize.width/2), actualY);
[self addChild:target];
int minDuration = 1.0;
int maxDuration = 3.0;
int rangeDuration = maxDuration - minDuration;
int actualDuration = (arc4random() % rangeDuration) + minDuration;
// Create the actions
id actionMove = [CCActionMoveTo actionWithDuration:actualDuration position:ccp(-target.contentSize.width / 2, actualY)];
id actionMoveDone = [CCActionCallFunc actionWithTarget:self selector:#selector(cloudFinished:)];
[target runAction:[CCActionSequence actions:actionMove, actionMoveDone, nil]];
[_clouds addObject:target];
}
- (void)cloudFinished:(id)sender
{
CCSprite *sprite = (CCSprite *)sender;
[sprite stopAllActions];
[self removeChild:sprite cleanup:YES];
}
but when the cloud flys to the position, this code will crash at line
- (void)cloudFinished:(id)sender
I use cocos2d-iphone v3.x, I try to comment/remove all codes in
- (void)cloudFinished:(id)sender
but it still crash. BWT, does ccsprite remove tag?
CCActionCallFunc is expecting a selector with no arguments, you should use CCActionCallBlock instead. There is an example in this answer.
try this:
[ _clouds addChild: target ];
Related
I have a sprite and I want to move it to random points forever. I have written this code, but I don't think it is efficient.
-(void)addBoss {
SKSpriteNode *boss = [SKSpriteNode spriteNodeWithImageNamed:#"Spaceship"];
boss.position = CGPointMake(self.size.width + boss.size.width / 2.0, self.size.height / 2.0);
boss.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:boss.size];
boss.physicsBody.dynamic = YES;
boss.physicsBody.categoryBitMask = bossCategory;
boss.physicsBody.contactTestBitMask = bossContact;
boss.physicsBody.collisionBitMask = 0;
boss.zPosition = 1;
self.boss = boss;
self.bossHealth = bossHP;
CGPoint destination = CGPointMake(self.size.width - boss.size.width / 2.0, boss.position.y);
float time = length(boss.position, destination) / bossSpeed;
SKAction *move = [SKAction moveTo:destination duration:time];
[self addChild:boss];
[self.boss runAction:[SKAction sequence:#[move, [SKAction runBlock:^{
[self artificialIntelligence];
}]]]];
}
- (void)moveBoss {
float minimumX = self.size.width / 2.0 + self.boss.size.width / 2.0;
float maximumX = self.size.width - self.boss.size.width / 2.0;
float minimumY = self.boss.size.height / 2.0;
float maximumY = self.size.height - self.boss.size.height / 2.0;
int rangeX = maximumX - minimumX;
int rangeY = maximumY - minimumY;
float x = arc4random() % rangeX + minimumX;
float y = arc4random() % rangeY + minimumY;
CGPoint dest = CGPointMake(x, y);
float duration = length(self.boss.position, dest) / putinSpeed;
[self.boss runAction:[SKAction moveTo:dest duration:duration] completion:^{
[self moveBoss];
}];
}
-(void)artificialIntelligence {
[self moveBoss];
}
This code works fine, but I don't think that calling the move method recursively after movement finished is not the best solution.
What is the best way to solve this kind of problem?
This is a quick and dirty way to do what you asked:
-(void)moveCharacter {
SKNode *playerNode;
// get random position
CGPoint destination = [self randomPosition];
if(!CGPointEqualToPoint(playerNode.position, destination)) {
// check xPos
if(playerNode.position.x > destination.x) {
playerNode.position = CGPointMake(playerNode.position.x-1, playerNode.position.y);
}
if(playerNode.position.x < destination.x) {
playerNode.position = CGPointMake(playerNode.position.x+1, playerNode.position.y);
}
// check yPos
if(playerNode.position.y > destination.y) {
playerNode.position = CGPointMake(playerNode.position.x, playerNode.position.y-1);
}
if(playerNode.position.y < destination.y) {
playerNode.position = CGPointMake(playerNode.position.x, playerNode.position.y+1);
}
} else {
destinationReached = YES;
}
}
-(CGPoint)randomPosition {
CGRect screenRect = [[UIScreen mainScreen] bounds];
int xPos = arc4random() % (int)screenRect.size.width;
int yPos = arc4random() % (int)screenRect.size.height;
return CGPointMake(xPos, yPos);
}
There are many different variations on how to move your character. You could for example divide the difference of x,y into a fixed number of movements as to have the player move in a smooth line from point A to B. If you are physics to move your player, you would have to use CGVector instead of directly changing his x,y position.
I am new to cocos2D . I want to set Tag for CCSprite but this show me error in cococs2D version 3 while i have seen Answer on Stackoverflow [set tag] property but it does not work form me in cocos2d Version 3 .
What I requried is I have created two different Monster and I want to find out in Collision delegate which monster has collided .
Let me show you how I am creating Monster.
CCSprite *monster = [CCSprite spriteWithImageNamed:#"xyz.png"];
int minY = monster.contentSize.height / 2;
int maxY = self.contentSize.height - monster.contentSize.height / 2;
int rangeY = maxY - minY;
int randomY = (arc4random() % rangeY) + minY;
// 2
monster.position = CGPointMake(self.contentSize.width + monster.contentSize.width/2, randomY);
monster.physicsBody = [CCPhysicsBody bodyWithRect:(CGRect){CGPointZero, monster.contentSize} cornerRadius:0];
monster.physicsBody.collisionGroup = #"monsterGroup";
monster.physicsBody.collisionType = #"monsterCollision";
[_physicsWorld addChild:monster z:1];
// 3
int minDuration = 2.0;
int maxDuration = 4.0;
int rangeDuration = maxDuration - minDuration;
int randomDuration = (arc4random() % rangeDuration) + minDuration;
// 4
CCAction *actionMove = [CCActionMoveTo actionWithDuration:randomDuration position:CGPointMake(-monster.contentSize.width/2, randomY)];
CCAction *actionRemove = [CCActionRemove action];
[monster runAction:[CCActionSequence actionWithArray:#[actionMove,actionRemove]]];
- (BOOL)ccPhysicsCollisionBegin:(CCPhysicsCollisionPair *)pair monsterCollision:(CCNode *)monster projectileCollision:(CCNode *)projectile
{
[monster removeFromParent];
[projectile removeFromParent];
score=score+1;
return YES;
}
here I want to fetch CCsprite by Tag or by image i am not sure how can i recognize CCsprite in collision delegate.
I'm not sure but I think you can set name property for a sprite when adding it like:
[self addChild:(CCNode *) z:(NSInteger) name:(NSString *)]
and then later get it by
getChildByName
Here is my code that I m using below and i want it to spawn from the bottom of the x-axis in portrait mode right now in spawns from the top in portrait mode how do i edit the code to do this?
- (void)addBalloon {
// Create sprite
SKSpriteNode * monster = [SKSpriteNode spriteNodeWithImageNamed:#"balloon"];
// Determine where to spawn the monster along the X axis
int minX = monster.size.width / 2;
int maxX = self.frame.size.width - monster.size.width / 2;
int rangeX = maxX - minX;
int actualX = (arc4random_uniform(rangeX)) + minX;
// Create the monster slightly off-screen along the top,
// and along a random position along the X axis as calculated above
monster.position = CGPointMake(actualX, self.frame.size.height +
monster.size.height/2);
[self addChild:monster];
// Determine speed of the monster
int minDuration = 2.0;
int maxDuration = 4.0;
int rangeDuration = maxDuration - minDuration;
int actualDuration = (arc4random() % rangeDuration) + minDuration;
// Create the actions
SKAction * actionMove = [SKAction moveTo:CGPointMake(actualX, -
monster.size.height/2) duration:actualDuration];
SKAction * actionMoveDone = [SKAction removeFromParent];
[monster runAction:[SKAction sequence:#[actionMove, actionMoveDone]]];
}
I'm not sure what you are asking here. You want to spawn a sprite on the bottom of the X-axis?
In case it is what I think you are asking, you only have to switch:
monster.position = CGPointMake(actualX, self.frame.size.height + monster.size.height/2);
&&
SKAction * actionMove = [SKAction moveTo:CGPointMake(actualX, - monster.size.height/2) duration:actualDuration];
with:
monster.position = CGPointMake(actualX, - monster.size.height/2);
&&
SKAction * actionMove = [SKAction moveTo:CGPointMake(actualX, self.frame.size.height + monster.size.height/2) duration:actualDuration];
I am new in cocos2d. I have a problem when we create new sprite object. It's not remove onto the display. Sprite object are not delete when we add new lives.(add heart sprite).
//Here I create a live which in heart shape.
-(id) init {
if( (self=[super init]) ) {
hearthArray = [[NSMutableArray alloc] init];
lives = 4;
for(NSInteger ilive = 0; ilive<lives; ilive++){
CCSprite *hearth = [CCSprite spriteWithFile:#"hearth.png"];
hearth.position = ccp( ((ilive+1)*50), winSize.height - 50);
[hearthArray insertObject:hearth atIndex:ilive];
[self addChild:hearth];
}
return self;
}
//Below code into remove the heart.(decrease lives).
- (void) addMonster:(ccTime)dt {
//select a random monster from the _monsters Array
int selectedMonster = arc4random() % [_monsters count];
Monster *monster = [_monsters objectAtIndex:selectedMonster];
int m = [monster movement];
CCSprite *spriteMonster = [[CCSprite alloc] initWithFile:[monster monsterSprite]];
spriteMonster.tag = [monster tag];
CGSize winSize = [CCDirector sharedDirector].winSize;
int minX = spriteMonster.contentSize.width / 2;
int maxX = winSize.width - spriteMonster.contentSize.width/2;
int rangeX = maxX - minX;
int actualY = (arc4random() % rangeX) + minX;
//BLOCK 2 - Determine speed of the monster
int minDuration = [monster minVelocity];
int maxDuration = [monster maxVelocity];
int rangeDuration = maxDuration - minDuration;
int actualDuration = (arc4random() % rangeDuration) + minDuration;
if(m == 1){
spriteMonster.position = ccp( actualY,winSize.height + spriteMonster.contentSize.height/2);
[self addChild:spriteMonster];
//BLOCK 4 - Create the actions
CCMoveTo * actionMove = [CCMoveTo actionWithDuration:actualDuration position:ccp( actualY,-spriteMonster.contentSize.height/2)];
CCCallBlockN * actionMoveDone = [CCCallBlockN actionWithBlock:^(CCNode *node) {
[_monstersOnScreen removeObject:node];
[node removeFromParentAndCleanup:YES];
// Remove lifes
lives--;
// [[hearthArray lastObject] removeFromParentAndCleanup:YES];
[self removeChild:[hearthArray lastObject] cleanup:YES];
[hearthArray removeLastObject];
NSLog(#"m=1 when array : %#",hearthArray);
if(lives == 0)
[[CCDirector sharedDirector] replaceScene:[HelloWorldLayer scene]];
}];
[spriteMonster runAction:[CCSequence actions:actionMove, actionMoveDone, nil]];
[_monstersOnScreen addObject:spriteMonster];
}
}
//Below into Add new lives using for loop.when touch particular object.
-(void)increaseLivesWhentouchCoin{
NSLog(#"lives is get when add live : %i",lives);
NSLog(#"hearthArray when toch coin: %#",hearthArray);
lives = lives+1;
NSLog(#"lives+1 : %i",lives);
for(NSInteger i = 0; i<lives; i++){
hearth = [CCSprite spriteWithFile:#"hearth.png"];
CGSize winSize = [CCDirector sharedDirector].winSize;
hearth.position = ccp( ((i+1)*50), winSize.height-50);
[hearthArray insertObject:hearth atIndex:i];
[self addChild:hearth];
}
NSLog(#"hearthArray out for loop: %#",hearthArray);
}
Please help me.Thanks in advance.
Your increaseliveswhentouch coin method should be like this..
-(void)increaseLivesWhentouchCoin{
CCSprite *hearth = [CCSprite spriteWithFile:#"hearth.png"];
CGSize winSize = [CCDirector sharedDirector].winSize;
hearth.position = ccp( ((lives+1)*50), winSize.height-50);
[hearthArray insertObject:hearth atIndex:lives];
[self addChild:hearth];
lives++;
}
You have to add just one heart object .There is no need to create all objects again,if you want to create remove all the objects first..
Closed. This question needs details or clarity. It is not currently accepting answers.
Want to improve this question? Add details and clarify the problem by editing this post.
Closed 9 years ago.
Improve this question
This code spawns a monster, but no enemy.
I expect an enemy to be spawned, why doesn't it?
#import "MyScene.h"
#import "GameOverScene.h"
static const uint32_t projectileCategory = 0x1 << 0;
static const uint32_t monsterCategory = 0x1 << 1;
static const uint32_t enemyCategory = 0x1 << 1;
// 1
#interface MyScene () <SKPhysicsContactDelegate>
#property (nonatomic) SKSpriteNode * player;
#property (nonatomic) NSTimeInterval lastSpawnTimeInterval;
#property (nonatomic) NSTimeInterval lastUpdateTimeInterval;
#property (nonatomic) int monstersDestroyed;
#property (nonatomic) int enemysDestroyed;
#end
static inline CGPoint rwAdd(CGPoint a, CGPoint b) {
return CGPointMake(a.x + b.x, a.y + b.y);
}
static inline CGPoint rwSub(CGPoint a, CGPoint b) {
return CGPointMake(a.x - b.x, a.y - b.y);
}
static inline CGPoint rwMult(CGPoint a, float b) {
return CGPointMake(a.x * b, a.y * b);
}
static inline float rwLength(CGPoint a) {
return sqrtf(a.x * a.x + a.y * a.y);
}
// Makes a vector have a length of 1
static inline CGPoint rwNormalize(CGPoint a) {
float length = rwLength(a);
return CGPointMake(a.x / length, a.y / length);
}
#implementation MyScene
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
// 2
NSLog(#"Size: %#", NSStringFromCGSize(size));
// 3
self.backgroundColor = [SKColor colorWithRed:1.0 green:1.0 blue:1.0 alpha:1.0];
// 4
self.player = [SKSpriteNode spriteNodeWithImageNamed:#"player"];
self.player.position = CGPointMake(self.player.size.width/2, self.frame.size.height/2);
[self addChild:self.player];
self.physicsWorld.gravity = CGVectorMake(0,0);
self.physicsWorld.contactDelegate = self;
}
return self;
}
-(void)addMonster {
// Create sprite
SKSpriteNode * monster = [SKSpriteNode spriteNodeWithImageNamed:#"monster"];
monster.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:monster.size]; // 1
monster.physicsBody.dynamic = YES; // 2
monster.physicsBody.categoryBitMask = monsterCategory; // 3
monster.physicsBody.contactTestBitMask = projectileCategory; // 4
monster.physicsBody.collisionBitMask = 0; // 5
// Determine where to spawn the monster along the Y axis
int minY = monster.size.height / 2;
int maxY = self.frame.size.height - monster.size.height / 2;
int rangeY = maxY - minY;
int actualY = (arc4random() % rangeY) + minY;
// Create the monster slightly off-screen along the right edge,
// and along a random position along the Y axis as calculated above
monster.position = CGPointMake(self.frame.size.width + monster.size.width/2, actualY);
[self addChild:monster];
// Determine speed of the monster
int minDuration = 2.0;
int maxDuration = 4.0;
int rangeDuration = maxDuration - minDuration;
int actualDuration = (arc4random() % rangeDuration) + minDuration;
// Create the actions
SKAction * actionMove = [SKAction moveTo:CGPointMake(-monster.size.width/2, actualY) duration:actualDuration];
SKAction * actionMoveDone = [SKAction removeFromParent];
SKAction * loseAction = [SKAction runBlock:^{
SKTransition *reveal = [SKTransition flipHorizontalWithDuration:0.5];
SKScene * gameOverScene = [[GameOverScene alloc] initWithSize:self.size won:NO];
[self.view presentScene:gameOverScene transition: reveal];
}];
[monster runAction:[SKAction sequence:#[actionMove, loseAction, actionMoveDone]]];
}
- (void)updateWithTimeSinceLastUpdate:(CFTimeInterval)timeSinceLast {
self.lastSpawnTimeInterval += timeSinceLast;
if (self.lastSpawnTimeInterval > 1) {
self.lastSpawnTimeInterval = 0;
[self addMonster];
}
}
- (void)update:(NSTimeInterval)currentTime {
// Handle time delta.
// If we drop below 60fps, we still want everything to move the same distance.
CFTimeInterval timeSinceLast = currentTime - self.lastUpdateTimeInterval;
self.lastUpdateTimeInterval = currentTime;
if (timeSinceLast > 1) { // more than a second since last update
timeSinceLast = 1.0 / 60.0;
self.lastUpdateTimeInterval = currentTime;
}
[self updateWithTimeSinceLastUpdate:timeSinceLast];
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
[self runAction:[SKAction playSoundFileNamed:#"pew-pew-lei.caf" waitForCompletion:NO]];
// 1 - Choose one of the touches to work with
UITouch * touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
// 2 - Set up initial location of projectile
SKSpriteNode * projectile = [SKSpriteNode spriteNodeWithImageNamed:#"projectile"];
projectile.position = self.player.position;
projectile.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:projectile.size.width/2];
projectile.physicsBody.dynamic = YES;
projectile.physicsBody.categoryBitMask = projectileCategory;
projectile.physicsBody.contactTestBitMask = monsterCategory;
projectile.physicsBody.contactTestBitMask = enemyCategory;
projectile.physicsBody.collisionBitMask = 0;
projectile.physicsBody.usesPreciseCollisionDetection = YES;
// 3- Determine offset of location to projectile
CGPoint offset = rwSub(location, projectile.position);
// 4 - Bail out if you are shooting down or backwards
if (offset.x <= 0) return;
// 5 - OK to add now - we've double checked position
[self addChild:projectile];
// 6 - Get the direction of where to shoot
CGPoint direction = rwNormalize(offset);
// 7 - Make it shoot far enough to be guaranteed off screen
CGPoint shootAmount = rwMult(direction, 1000);
// 8 - Add the shoot amount to the current position
CGPoint realDest = rwAdd(shootAmount, projectile.position);
// 9 - Create the actions
float velocity = 480.0/1.0;
float realMoveDuration = self.size.width / velocity;
SKAction * actionMove = [SKAction moveTo:realDest duration:realMoveDuration];
SKAction * actionMoveDone = [SKAction removeFromParent];
[projectile runAction:[SKAction sequence:#[actionMove, actionMoveDone]]];
}
- (void)projectile:(SKSpriteNode *)projectile didCollideWithMonster:(SKSpriteNode *)monster {
NSLog(#"Hit");
[projectile removeFromParent];
[monster removeFromParent];
self.monstersDestroyed++;
if (self.monstersDestroyed > 80) {
SKTransition *reveal = [SKTransition flipHorizontalWithDuration:0.5];
SKScene * gameOverScene = [[GameOverScene alloc] initWithSize:self.size won:YES];
[self.view presentScene:gameOverScene transition: reveal];
}
}
- (void)didBeginContact:(SKPhysicsContact *)contact
{
// 1
SKPhysicsBody *firstBody, *secondBody, *thirdBody;
if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask)
{
firstBody = contact.bodyA;
secondBody = contact.bodyB;
thirdBody = contact.bodyB;
}
else
{
firstBody = contact.bodyB;
secondBody = contact.bodyA;
thirdBody = contact.bodyA;
}
// 2
if ((firstBody.categoryBitMask & projectileCategory) != 0 &&
(secondBody.categoryBitMask & enemyCategory) != 0 &&
(thirdBody.categoryBitMask & monsterCategory) != 0)
{
[self projectile:(SKSpriteNode *) firstBody.node didCollideWithMonster:(SKSpriteNode *) secondBody.node];
[self projectile:(SKSpriteNode *) firstBody.node didCollideWithEnemy: (SKSpriteNode *) secondBody.node];
}
}
- (void)addEnemy {
// Create sprite
SKSpriteNode * enemy = [SKSpriteNode spriteNodeWithImageNamed:#"enemy"];
enemy.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:enemy.size]; // 1
enemy.physicsBody.dynamic = YES; // 2
enemy.physicsBody.categoryBitMask = enemyCategory; // 3
enemy.physicsBody.contactTestBitMask = projectileCategory; // 4
enemy.physicsBody.collisionBitMask = 0; // 5
// Determine where to spawn the monster along the Y axis
int minY = enemy.size.height / 2;
int maxY = self.frame.size.height - enemy.size.height / 2;
int rangeY = maxY - minY;
int actualY = (arc4random() % rangeY) + minY;
// Create the monster slightly off-screen along the right edge,
// and along a random position along the Y axis as calculated above
enemy.position = CGPointMake(self.frame.size.width + enemy.size.width/2, actualY);
[self addChild:enemy];
// Determine speed of the monster
int minDuration = 1.0;
int maxDuration = 6.0;
int rangeDuration = maxDuration - minDuration;
int actualDuration = (arc4random() % rangeDuration) + minDuration;
// Create the actions
SKAction * actionMove = [SKAction moveTo:CGPointMake(-enemy.size.width/2, actualY) duration:actualDuration];
SKAction * actionMoveDone = [SKAction removeFromParent];
SKAction * loseAction = [SKAction runBlock:^{
SKTransition *reveal = [SKTransition flipHorizontalWithDuration:0.5];
SKScene * gameOverScene = [[GameOverScene alloc] initWithSize:self.size won:NO];
[self.view presentScene:gameOverScene transition: reveal];
}];
[enemy runAction:[SKAction sequence:#[actionMove, loseAction, actionMoveDone]]];
}
- (void)projectile:(SKSpriteNode *)projectile didCollideWithEnemy:(SKSpriteNode *)enemy {
NSLog(#"Hit");
[projectile removeFromParent];
[enemy removeFromParent];
self.enemysDestroyed++;
if (self.enemysDestroyed > 80) {
SKTransition *reveal = [SKTransition flipHorizontalWithDuration:0.5];
SKScene * gameOverScene = [[GameOverScene alloc] initWithSize:self.size won:YES];
[self.view presentScene:gameOverScene transition: reveal];
}
}
#end
I am not sure if you realize this, but you never actually call addEnemy. Look through the code. You will find a call to addMonster but never addEnemy. Implementing the method is one thing- without calling the method, whatever is inside will never run.