Can We change the players images dynamically in cocos2d game? - ios

I want to select the player image from gallery or I can take picture from cam and I need to animate those images while player movement. I am new to cocos2d, can any body help me ?

To change player animations, you need to run a CCAnimate action on it.
// Add sprite frames to sprite frame cache (if you are using a spritesheet)
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"NinjaPreto.plist"];
// Create animation
CCAnimation* animation = [CCAnimation animation];
// Create sprite frames
CCSpriteFrame *spriteFrame1 = [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:#"animation1.png"];
CCSpriteFrame *spriteFrame2 = [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:#"animation2.png"];
CCSpriteFrame *spriteFrame3 = [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:#"animation3.png"];
// Add sprite frames to animation
[animation addSpriteFrame:spriteFrame1];
[animation addSpriteFrame:spriteFrame2];
[animation addSpriteFrame:spriteFrame3];
animation.delayPerUnit = 0.1;
animation.restoreOriginalFrame = NO;
// Run action
[player runAction:[CCRepeatForever actionWithAction:animation]];
So, if you want to change the player image, just create a new animation action with the new images that you want.
PS.: If you just want to change player image, without animation, use:
[player setTexture:[[CCTextureCache sharedTextureCache] addImage:#"image.png"]];

In COCOS2D-X you can do this by following way
CCTexture2D *tex = CCTextureCache::sharedTextureCache()->addImage("xyz.png");
sprit_name->setTexture(tex);
iF YOU WANT TO CHANGE THE SPRITE SIZE THEN ALSO WRITE THIS LINE
sprit_name->setTextureRect(CCRectMake(0,0, tex->getContentSize().width, tex->getContentSize().height));

Related

Cocos2d v3.0 - Using Physics Editor with animations

I am trying to use Physics Editor to create custom physics for my sprites, which are animated. I am following the guide from https://www.codeandweb.com/blog/2014/04/09/using-physicseditor-with-cocos2d-v3, but it doesn't show what to do with animations.
Below is the code where I have my animations:
//adding the png with all the sprites(run)
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"run-hd.plist"];
CCSpriteBatchNode *runSheet = [CCSpriteBatchNode batchNodeWithFile:#"run-hd.png"];
[self addChild:runSheet];
//The sprite animation(run)
NSMutableArray *runAnimFrames = [NSMutableArray array];
for(int i = 1; i <= 4; ++i)
{
[runAnimFrames addObject:[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:[NSString stringWithFormat:#"Run%d-HDN.png", i]]];
}
CCAnimation *runAnim = [CCAnimation animationWithSpriteFrames:runAnimFrames delay:0.1f]; //Speed in which the frames will go at
//Adding png to sprite
_character = [CCSprite spriteWithImageNamed:#"Run1-HDN.png"];
_character.position = ccp(100,80);
//Repeating the sprite animation
CCActionAnimate *runAnimationAction = [CCActionAnimate actionWithAnimation:runAnim];
CCActionRepeatForever *runRepeatingAnimation = [CCActionRepeatForever actionWithAction:runAnimationAction];
//Animation continuously repeating
[_character runAction:runRepeatingAnimation];
//Adding the Sprite to the Scene
_character.physicsBody = [CCPhysicsBody bodyWithRect:(CGRect){CGPointZero, _character.contentSize} cornerRadius:0];
_character.physicsBody.collisionGroup = #"playerGroup";
_character.physicsBody.collisionType = #"playerCollision";
_character.scale = 2;
[_physicsWorld addChild:_character];
I created the .plist with the custom physics body in Physics Editor, is there a way to add it to my code? Or is there another way to get this done?
Thanks!
I figured it out. Just in case anyone needed to know, here is what I did. First I needed to add the GCCShapeCache classes found here https://github.com/CodeAndWeb/PhysicsEditor-Cocos2D-V3/tree/master/PhysicsEditor-Cocos2D-V3/Classes to my project. Then I added
#import "GCCShapeCache.h"
to my HelloWorldScene.m class and added the .plist file created in Physics Editor into my project. I then added
[[GCCShapeCache sharedShapeCache] addShapesWithFile:#"run.plist"];
[[GCCShapeCache sharedShapeCache] setBodyWithName:#"Run1-HDN" onNode:_character];
and my custom shape was added to my project.

Crash when restarting a scene

So, here is my scene problem: I start from a Menu Scene, then go into the InGame Scene, and when the character is dead, I go to the Menu Scene again, all this using:
[[CCDirector sharedDirector] replaceScene:[MainMenu scene]];
and
[[CCDirector sharedDirector] replaceScene:[InGame scene]];
After losing the game, and trying to go back to the game, my SpriteSheet crashes with the error :
'CCSprite is not using the same texture id'
Here is how I init the animation :
- (void) initSprite:(NSString *)plist andTexture:(NSString *)texture_ {
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:plist];
spriteSheet = [CCSpriteBatchNode batchNodeWithFile:texture_];
NSMutableArray *walkAnimFrames = [NSMutableArray array];
for (int i=1; i<=12; i++) {
[walkAnimFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:#"%d.png",i]]];
}
CCAnimation *walkAnim = [CCAnimation animationWithSpriteFrames:walkAnimFrames delay:0.05f];
texture = [CCSprite spriteWithSpriteFrameName:#"1.png"];
walkAction = [CCRepeatForever actionWithAction: [CCAnimate actionWithAnimation:walkAnim]];
[texture runAction:walkAction];
texture.position = position;
texture.tag = HeroType;
[spriteSheet addChild:texture];
[self addChild:spriteSheet];
}
The crash occurs when I add the texture to the spriteSheet:
[spriteSheet addChild:texture];
I believe the problem comes from the deallocation of the texture..
I don't use ARC.
You probably have a "1.png" in the cache that corresponds to another animation that was created before quit-restart sequence. Maybe you want to purge the sprite frame cache (and possibly a whole lot of other things) prior to restarting.
I completely avoid "1.png" through 'NNNN.png' since in all likelihood all your animations will have them. Instead i use things like :
walk_classKey_upNNNN.png {up,down,left,right,idle,jump ... and any other map stance i need)
fight_classKey_strikeNNNN.png {strike,hurt,dead ... for example)
classKey is {fighter,rogue, ... etc ... whichever unique soldier type I have)
and i name my plists/textures the same
walk_fighter_up-hd.plist (using texture packer, the plist embeds the texture name).
fight_rogue_cheapShot-hd.plist (cheapShot is one of my rogue's skill in my current game).

CCSprite not showing Background Image

I am facing an unknown error since from yesterday. I am creating CCSprites or CCMenuItemImage but it set black background instead of background image. Following is my code, I know its fine because I used it before many times.
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"challenge_screen.plist"];
CCSprite *bg = [CCSprite spriteWithFile:#"ads.png"];
[bg setPosition:background.position];
// [bg setContentSize:CGSizeMake(100, 100)];
[self addChild:bg z:1000];
//CGSize windowSize = [[CCDirector sharedDirector] winSize];
CCMenuItemImage *coinMenuItem = [[CCMenuItemImage alloc] initWithNormalSprite:[CCSprite spriteWithSpriteFrame:[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:#"coin.png"]] selectedSprite:nil disabledSprite:nil block:^(id sender)
{
NSLog(#"I am Tapped");
}];
coinMenuItem.position = ccp(100, 100);
CCMenu *mainMenu = [CCMenu menuWithItems:coinMenuItem, nil];
mainMenu.position = CGPointZero;
[self addChild:mainMenu];
Attached is screenshot.
Thanks in advance.
I am guessing that you are loading this sprite sheet (challenge_screen.plist and the associated texture file, which frequently is challenge_screen.png or challenge_screen.pvr.*) in a color mode that doesn't have transparency.
First, make sure that the associated texture file shows transparency itself. Maybe something messed with this particular texture.
Once you checked that, if the associated texture is .PNG. then you have to set the texture loading format in code like this. You have to set the texture format before loading the texture itself (the texture loads as a side effect of adding the SpriteFrames to the cache).
[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA4444];
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"challenge_screen.plist"];`
...
You can also try the kCCTexture2DPixelFormat_RGBA8888 mode if RGBA444 produces banding with your graphics and if you are good regarding free memory.
On the other hand, if the texture is a PVR.*, then the format in which the texture loads is embedded in the file, and setting the texture format in code doesn't make a difference. You will then need to regenerate your sprite sheet using the appropriate format (through TexturePacker or similar).
Is your background in the sprite sheet? If so try:
CCSprite *bg = [CCSprite spriteWithSpriteFrameName:#"ads.png"];
If it is the menu item and you know the code works, it must be an asset issue.

""CCSprite is not using the same texture id"" workaround?

I am animating a whole body through SpriteSheets with CCSpriteBatchNode and CCSpriteFrameCache. Now user can add his own pic to that body which when i try to addChild to Spritesheet crashes with error "CCSprite is not using the same texture id"
Now i know the face CCSprite was not in that cache/texture(it was created through texturepacker) and the crash was normal but i wanted to know if there was a workaround to this as i have to add a face to that body through user interaction and animate that body. And by far using spritesheets is the best option for animation. anyone??
In this case what you can do is You take picture of user , then you make texture from user's image .
Then Add that texture to the CCTextureCache . Now you have texture of user image. Now you can use that texture in animation.
Make Texture from Sprite(You can make sprite from user image)
CCSprite *spr = nil;//your sprite
CCRenderTexture* renderTexture = [CCRenderTexture renderTextureWithWidth:spr.contentSize.width height:spr.contentSize.height];
spr.anchorPoint = ccp(0, 0);
spr.position = ccp(0, 0);
[renderTexture addChild:spr];
[renderTexture begin];
[spr draw]; // or [spr visit];
[renderTexture end];
CCTexture2D *result = renderTexture.sprite.texture;
Add that Texture in to Texture Cache.
[[CCTextureCache sharedTextureCache] addTexture]
When you create a CCSpriteBatchNode it is linked to a single texture. This is the point of a CCSpriteBatchNode: to draw different sprites that use the same texture to reduce OpenGL draw calls and increase efficiency.
The easiest workaround (if you have not reached a performance-critical point) would be to use a regular CCLayer instead of a CCSpriteBatchNode.
If you still want to add different CCSprites (say, the body, the limbs and the head of your character) to the same CCSpriteBatchNode, the you need to build a single sprite sheet (or texture pack) which contains all the body parts that you need to add to the CCSpriteBatchNode. This single sprite sheet will be the only one that the CCSpriteBatchNode will use. You won't be able to add CCSprites that are not using this sprite sheet.
You can not Manually add CCSprite to SpriteSheets. Because When you create animated Sprite using texturepacker then i hope that you know it also created with .plist file and it loas image from it with its size.
When you add manually CCSprite then it is nor found from SpriteFramesWithFile. may be you got error.
another way for add animated CCSprite without use of texturepacker
CCSprite *dog = [CCSprite spriteWithFile:#"dog1.gif"];
dog.position = ccp(winSize.width/2, winSize.height/2);
[self addChild:dog z:2];
NSMutableArray *animFrames = [NSMutableArray array];
for( int i=1;i<=5;i++)
{
NSString* file = [NSString stringWithFormat:#"dog%d.gif", i];
CCTexture2D* texture = [[CCTextureCache sharedTextureCache] addImage:file];
CGSize texSize = texture.contentSize;
CGRect texRect = CGRectMake(0, 0, texSize.width, texSize.height);
CCSpriteFrame* frame = [CCSpriteFrame frameWithTexture:texture rect:texRect];
[animFrames addObject:frame];
}
CCAnimation * animation = [CCAnimation animationWithSpriteFrames:animFrames];
animation.delayPerUnit = 0.07f;
animation.restoreOriginalFrame = YES;
CCAnimate *animAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:animation]];
[dog runAction:animAction];
Above code is just describe that how can you add animated CCSprite without use of texturepacker
Here you can also change array of Images so you may be add manually image also.

animated sprite won't stop animation - cocos2d

I have an animated sprite using two pngs. The animation works fine. I have another method that is run when the game is over.
//Grey mouse with Pompom
greyMousePomPom = [CCSprite spriteWithFile:#"pink_mice_pom_anime_01.png"];
greyMousePomPom.tag=132;
[self addChild:greyMousePomPom z:6];
greyMousePomPom.position = CGPointMake(550, 70);
//Grey Pom Pom Mouse animation
CCAnimation *greyMousePomPomAnimate = [CCAnimation animation];
[greyMousePomPomAnimate addFrameWithFilename:#"gray_mice_pom_anime_01.png"];
[greyMousePomPomAnimate addFrameWithFilename:#"gray_mice_pom_anime_02.png"];
id greyMousePopPomAnimationAction = [CCAnimate actionWithDuration:1.3f animation:greyMousePomPomAnimate restoreOriginalFrame:NO];
repeatAnimationPomPom2 = [CCRepeatForever actionWithAction:greyMousePopPomAnimationAction];
[greyMousePomPom runAction:repeatAnimationPomPom2];
When I run my method to change the animated sprites texture and to stop them the animation continues behind the new texture.
-(void) changePomPomMiceToSadFaceForFreeFall
{
NSLog(#"making the mice sad");
[self stopAllActions];
[greyMousePomPom setTexture:[[CCTextureCache sharedTextureCache] addImage:#"gray_mice_pom_anime_03.png"]];
}
I know this method is working because it is NSLogging and the textures are changing. But why aren't the animations stopping? I have tried to remove it by tag and by declaring the action but no success.
I know there are a lot of people out there that are smarter than me.. can you help?
What you're doing right now is stop all animations added to the current node:
self
If you added any action to self, this command would be perfectly fine to stop all of them.
Instead what you need to do is, you need to call the stopAllActions method on the object you added the actions to:
[greyMousePomPom stopAllActions];
HTH

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