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];
Related
I am trying to create a sprite animation of a character firing a gun in Cocos2d. I am struggling to find a way to instantiating and start moving the bullet sprite at the appropriate frame of the load/aim/fire animation of my character.
For example, my character goes through an 12 frame animation to fire his gun and the bullet should be released at frame 7.
Can anyone help?
Thanks in advance
Al
Here is one way of doing this, a similar scenario in a game i am developping. I want , on frame 10 of 16, to schedule an 'attackTurnAround' method (to animate damage animations, hurt on the victim, etc...). Dont waste time on 'frame notifications', sometimes a frame will be skipped, and you will end up with no notifications.
caveat : timing is key. Before getting at this point, i preload EVERYTHING that will happen in 'attackTurnAround' , namely the hurt (or dead) animation, the damage animation, the soundFx that will be heard when the sword hits on frame 10, etc .....
BattleAnimation *ba = [self attackerAttackAnination];
_attackerAttackSprite = ba.firstSprite;
[_attackerNode addChild:_attackerAttackSprite];
CCActionAnimate *anim = [CCActionAnimate actionWithAnimation:ba.animation];
id endAttack = [CCActionCallBlock actionWithBlock:^{
[self endAttack];
}];
id seq = [CCActionSequence actions:anim, endAttack, nil];
_attackerAttackSprite.visible = YES;
_attackerIdleSprite.visible = NO;
[_attackerAttackSprite runAction:seq];
[self scheduleOnce:#selector(attackTurnAround) delay:9. * ba.duration / 16.];
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 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];
I am using COCOS-2D. I want to reduce the speed of rotation of sprite with object movement towards destination.
Initially the speed is faster, i want to reduce it smoothly with movement.
Please help how can I do this.
Thanks
The simplest approach is to run two actions in parallel - one for movement and another for rotation. Since you want your rotation to gradually slowdown, it could be done by applying an ease action on top of the rotation action. Something along these lines:
float animDuration = 1.5f;
float animRotateAngle = 720.f; // deg
CCActionInterval* effect = [CCSpawn actions:
[CCMoveTo actionWithDuration: animDuration position: destPoint],
[CCEaseSineOut actionWithAction: [CCRotateBy actionWithDuration: animDuration angle:animRotateAngle]],
nil];
[object runAction: effect];
Create a series of rotations, either explicitly or programmatically, increasing the duration and/or decreasing the angle with each new rotation.
- (void)update:(CCTime)delta {
// reduce _ship.rotation
[_ship.physicsBody applyTorque:(_ship.rotation - rotation_01)*800];
rotation_01 = _ship.rotation;
}
I thought doing a simple animation would be easy but is is taking hours and Im not getting even close to have the expected effect...
I need to simulate a simple Flash Motion Tween like for iphone/ipad using xcode
this is the desired effect: http://www.swfcabin.com/open/1340330187
I already tried setup a timer adding X position and it doens't get the same effect, my cooworkers suggested me cocos 2d to do this using actions and sprites, which might would be fine although I wouldn't like to third party frameworks, but if there is a way to do the same with cocos I would definitively use it.
Does anybody have any suggestions, I feel like it might be simpler than I thought
thanks all
If there is no troubles to you, that you will have to do it insinge OpenGL view, it is really very simple. To show some info, you need CCLabel class. To change it's position, you need CCMoveTo/CCMoveBy action, to change opacity, you need CCFadeTo/CCFadeIn/CCFadeOut actions, to make delay you need CCDelayTime. To make it all work together you need CCSpawn and CCSequence.
CCSpawn will run several actions at the same time(for example fade in and move from right to the center), CCSequence will run several actions one by one (sequence to fade in + move to center, delay for same time, sequence to fade out + move from center to the left). Then you should only schedule method, that will create labels and run actions on them. In code it will be something like
lets define full animation time
#define ANIMATION_TIME 4.f
schedule method in any place you want to start animation
[self schedule:#selector(runNextMessage) interval:ANIMATION_TIME];
it will call runNextMessage method every ANIMATION_TIME seconds
- (void) runNextMesage
{
NSString* message = //get next message
CCLabelTTF* label = [CCLabelTTF labelWithString:message
dimensions:desiredDimensionsOfTheLabel
alignment:UITextAlignmentLeft
lineBreakMode:UILineBreakModeWordWrap
fontName:#"Arial"
fontSize:20.f];
CGSize winSize = [[CCDirector sharedDirector] winSize];
// place the label out the right border
[label setPosition: ccp(winSize.width + label.contentSize.width, winSize.height / 2)];
// adding it to the screen
[self addChild:label];
ccTime spawnTime = ANIMATION_TIME / 3;
// create actions to run
id appearSpawn = [CCAction actionOne:[CCMoveTo actionWithDuration:spawnTime]
two:[CCFadeIn actionWithDuration:spawnTime]];
// create show action and disappear action
// create result sequence
id sequence = [CCSequence actions: appearSpawn, showAction, disappearAction, nil];
[label runAction: sequence];
}