collision detection only happen top of the screen - ios

i am going to make a very simple game like a sprite falling from top and i have to catch it with another sprite , if i don't the sprite will go outside the screen and remove ,, that part is ok , i also add collision detection , main problem is this collision only happen upper side of the screen not collision bottom side of the screen ,why is this happening please help ,(i am new :S),, here is full code
in my .h`then .m
{
CCSprite *right;
CCSprite *left;
NSMutableArray *_left;
}
-(void)ringcreate:(ccTime)dt
{
CGSize winsize = [[CCDirector sharedDirector] winSize];
int minX = left.contentSize.width / 2;
int maxX = winsize.width - left.contentSize.width/2;
int rangeX = maxX - minX;
int actualX = (arc4random() % rangeX) + minX;
left = [CCSprite spriteWithFile:#"2.png"];
left.position = ccp(actualX,winsize.height);
[self addChild:left];
id move3 = [CCMoveTo actionWithDuration:5 position:ccp(winsize.width/2,0)];
[left runAction:move3];
}
-(id) init
{
// always call "super" init
// Apple recommends to re-assign "self" with the "super's" return value
if( (self=[super init]) ) {
self.touchEnabled = YES;
right = [CCSprite spriteWithFile:#"1.png"];
right.position = ccp(0,0);
[self addChild:right];
[self schedule:#selector(ringcreate:) interval:2];
[self schedule:#selector(update:)];
}
return self;
}
-(void) ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch =[touches anyObject];
CGPoint location =[touch locationInView:[touch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
id move = [CCMoveTo actionWithDuration:1 position:ccp(location.x,location.y)];
[right runAction:move];
}
-(void) update:(ccTime)dt
{
if (CGRectIntersectsRect(right.boundingBox, left.boundingBox)) {
CCLOG(#"collison hoyse");
id move1 = [CCScaleTo actionWithDuration:0.4 scale:0.3];
left.visible = NO;
[left runAction:move1];
}
}

i solved the problem , i just have to add array and update them wining that method ,
-(void) update:(ccTime)dt
{
NSMutableArray *crabToUpdate = [[NSMutableArray alloc] init];
for (CCSprite *crab in crabarray) {
NSMutableArray *ring_to_delete = [[NSMutableArray alloc] init];
for (ring1 in ringarray) {
if (CGRectIntersectsRect(crab.boundingBox, ring1.boundingBox)) {
[ring_to_delete addObject:ring1];
}
}
for (CCSprite *ring1 in ring_to_delete) {
[ringarray removeObject:ring1];
[self removeChild:ring1 cleanup:YES];
}
if (ring_to_delete.count >0) {
[crabToUpdate addObject:crab];
}
[ring_to_delete release];
}
}

Related

Having trouble adding multiple physics objects in Xcode cocos2d

I'm new to cocos2d and objective-c. I know I'm missing something here, but I just can't find the solution. Hope someone can help....
My goal is to be able to click any of the sprites that I've placed on the screen. To start, I've put 2 sprites on the screen. (Each sprite is in the shape of a star).
The problem is, only the second sprite placed on the screen is clickable. My guess is that when I call addNewStar, it replaces _star with the latest star sprite, and takes the previous _star out of the physics node. I want all the stars I add to be in the physics node and be clickable. No clue how to do this.
Here is my code...hopefully someone can point out my mistake(s)!
#implementation MainScene {
CCSprite *_star;
CCPhysicsNode *_physicsNode;
CCNode *_ground;
CCLabelTTF *_scoreLabel;
BOOL _gameOver;
CCButton *_restartButton;
}
- (void)didLoadFromCCB {
self.userInteractionEnabled = TRUE;
[self addNewStar];
[self addNewStar];
// set collision txpe
_ground.physicsBody.collisionType = #"level";
// set this class as delegate
_physicsNode.collisionDelegate = self;
}
-(void)addNewStar {
//This successfully loads my star onto the screen
_star = (Star *)[CCBReader load:#"Star"];
_star.physicsBody.collisionGroup = #"starGroup";
_star.physicsBody.collisionType = #"star";
_star.position = ccp(200,300);
[_physicsNode addChild:_star];
}
-(BOOL)ccPhysicsCollisionBegin:(CCPhysicsCollisionPair *)pair star:(CCNode *)star level:(CCNode *)level {
[self gameOver];
return TRUE;
}
- (void)touchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
float ranNum1 = (arc4random_uniform(10000));
float ranNum2 = (arc4random_uniform(10000));
float sideForce = ranNum1 - ranNum2;
if (!_gameOver) {
CGPoint touchLocation = [touch locationInNode:_physicsNode];
if(CGRectContainsPoint([_star boundingBox], touchLocation))
{
[_star.physicsBody applyImpulse:ccp(sideForce, 1000.f)];
[_star.physicsBody applyAngularImpulse:2500.f];
}
}
}
- (void)restart {
CCScene *scene = [CCBReader loadAsScene:#"MainScene"];
[[CCDirector sharedDirector] replaceScene:scene];
}
- (void)gameOver {
if (!_gameOver) {
_gameOver = TRUE;
_restartButton.visible = TRUE;
_star.rotation = 90.f;
_star.physicsBody.allowsRotation = FALSE;
[_star stopAllActions];
CCActionMoveBy *moveBy = [CCActionMoveBy actionWithDuration:0.2f position:ccp(-2, 2)];
CCActionInterval *reverseMovement = [moveBy reverse];
CCActionSequence *shakeSequence = [CCActionSequence actionWithArray:#[moveBy, reverseMovement]];
CCActionEaseBounce *bounce = [CCActionEaseBounce actionWithAction:shakeSequence];
[self runAction:bounce];
}
}
#end
You only have one pointer to one star. So when you test if the star was touched in your touches began method then of course only the second one would do anything since your sole pointer is only pointing at the most recently created star.
To answer your question, the simple approach you could take is to add each star to an NSArray. Then in your touches began method you can loop over the array and see which star was touched.
Example:
// Recommend using properties over i-vars
#property (nonatomic, strong) NSMutableArray* starList;
// In init or onEnter...
self.starList = [NSMutableArray array];
// Each time you create a new star...
Star* star = ...;
[self addChild:star];
[self.starList addObject:star];
// In your touches began...
- (void)touchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
...
for (Star* star in self.starList)
{
// If star is touched...
// ...add your impulses, etc
}
}
This is touchBegan from my project. Maybe you can change code little bit for your need. What you can see here? After getting location of touch code searching b2Body which was touched. In your example you need to search your _physicsNode for _child that was touched.
for(UITouch *touch in allTouches)
{
CGPoint location = [touch locationInView:touch.view];
location = [[CCDirector sharedDirector] convertToGL:location];
b2Vec2 worldLoc = b2Vec2(ptm(location.x), ptm(location.y));
// SEARCH YOUR CHILD FROM NODE HERE
for (b = world->GetBodyList(); b; b = b->GetNext())
{
if (b->GetType() == b2_dynamicBody)
if (b->IsBullet() == false)
{
for (b2Fixture *f = b->GetFixtureList(); f; f = f->GetNext())
{
// Hit!
if (f->TestPoint(worldLoc))
{
//do stuff
}
break;
}
}
}
}

Cocos2d 2.0 SimpleAudioEngine stop sound effect in another object

I am trying to stop audio effect using simpleaudioengine in Cocos2d 2.0.
I have the following situation;
Farm Scene with two sky layers day/night. These are placed sprites, created within the layer in the scene.
I also have sprite classes for other characters (using Ray Wenderlichs Space Viking code) that are placed.
Upon touching the sky I have the day change to night, and vice versa, and I can start and stop the night crickets sound effect using ALuint ID in the Farm Layer (PollitosLayer.m) .
touching the sun sprite (class) has it's own ALuint reference I can start. But what I want is to STOP it when touching the Sky Sprite.
Is there a way to reference the ALuint of the Sun Class when touching the simple NON-CLASS Sky Sprite in the same PollitosLayer.m?
My code excerpts below.
#import "Sun.h"
#import "PollitosLayer.h"
#implementation Sun
#synthesize sunAnim;
#synthesize settingAnim;
-(void) dealloc {
}
-(void)playSunSound {
sunSound = PLAYSOUNDEFFECT(SUN_SPIN);
}
-(void)changeState:(CharacterStates)newState {
[self stopAllActions];
id action = nil;
characterState = newState;
switch (newState) {
case kStateGlowing:
CCLOG(#"Sun->Changing State to glowing");
[self setDisplayFrame:
[[CCSpriteFrameCache sharedSpriteFrameCache]
spriteFrameByName:#"sun_1.png"]];
action = [CCSpawn actions:[CCRepeatForever actionWithAction:
[CCAnimate actionWithAnimation:sunAnim]],nil];
//[self playSunSound];
break;
case kStateSetting:
CCLOG(#"Sun->Changing State to Setting");
[self setDisplayFrame:
[[CCSpriteFrameCache sharedSpriteFrameCache]
spriteFrameByName:#"sun_1.png"]];
action = [CCMoveBy actionWithDuration:3.0f
position:CGPointMake(0.0f,-400.0f)];
[[SimpleAudioEngine sharedEngine] stopEffect:sunSound];
break;
default:
CCLOG(#"Sun -> Unknown CharState %d",
characterState);
break;
}
if (action != nil)
[self runAction:action];
}
#pragma mark -
-(id) init {
if( (self=[super init]) ) {
//CGSize screenSize = [[CCDirector sharedDirector] winSize];
[self initAnimations];
[[[CCDirector sharedDirector] touchDispatcher] addTargetedDelegate:self priority:-1 swallowsTouches:YES];
}
return self;
}
-(void) cleanup
{
// Must manually remove this class as touch input receiver!
[[CCDirector sharedDirector].touchDispatcher removeDelegate:self];
[super cleanup];
}
#pragma mark -
#pragma mark initAnimations
-(void)initAnimations {
[self setSunAnim:
[self loadPlistForAnimationWithName:#"sunAnim"
andClassName:NSStringFromClass([self class])]];
}
-(void) update:(ccTime)delta
{
}
-(void) registerWithTouchDispatcher
{
[[[CCDirector sharedDirector] touchDispatcher] addTargetedDelegate:self priority:-1 swallowsTouches:YES];
}
-(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
CGPoint touchLocation = [PollitosLayer locationFromTouch:touch];
// Check if this touch is on the sun's sprite.
BOOL isTouchHandled = CGRectContainsPoint([self boundingBox], touchLocation);
if (isTouchHandled)
{
[self changeState:kStateGlowing];
[self runAction:[CCRotateBy actionWithDuration:1.0f angle:360]];
}
return isTouchHandled;
}
-(void) ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event {
[self playSunSound];
}
#end
farm layer below PollitosLayer.m
#import <Foundation/Foundation.h>
#import "cocos2d.h"
#import "Constants.h"
#import "GameManager.h"
#import "PollitosLayer.h"
#import "Pollito.h"
#import "GameObject.h"
#import "Owl.h"
#import "Sun.h"
#import "Chicks.h"
#import "MainScene.h"
#implementation PollitosLayer
#synthesize backbuttonsprite;
#synthesize henNightSprite;
#synthesize henDaySprite;
#synthesize skyDay;
#synthesize skyNight;
#synthesize moon;
ALuint nightcrickets;
ALuint sunSoundLayer;
ALuint sunSound;
ALuint pollitoSound;
+(CGPoint) locationFromTouch:(UITouch*)touch
{
CGPoint touchLocation = [touch locationInView: [touch view]];
return [[CCDirector sharedDirector] convertToGL:touchLocation];
}
+(CGPoint) locationFromTouches:(NSSet*)touches
{
return [self locationFromTouch:[touches anyObject]];
}
-(void)playNightSound {
nightcrickets = PLAYSOUNDEFFECT(NIGHT_CRICKETS);
}
-(void)playSunSoundLayer {
sunSoundLayer = PLAYSOUNDEFFECT(SUN_SPIN);
}
-(void)playPollitoSound {
pollitoSound = PLAYSOUNDEFFECT(POLLITOS_CHIRP);
}
-(id)init {
self = [super init];
if (self != nil) {
CGSize screenSize = [CCDirector sharedDirector].winSize;
// enable touches
self.isTouchEnabled = YES;
srandom(time(NULL)); // Seeds the random number generator
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
[[CCSpriteFrameCache sharedSpriteFrameCache]
addSpriteFramesWithFile:#"sceneatlas1_default.plist"]; // 1
sceneSpriteBatchNode =
[CCSpriteBatchNode batchNodeWithFile:#"sceneatlas1_default.png"]; // 2
} else {
[[CCSpriteFrameCache sharedSpriteFrameCache]
addSpriteFramesWithFile:#"sceneatlas1_default.plist"]; // 1
sceneSpriteBatchNode =
[CCSpriteBatchNode batchNodeWithFile:#"sceneatlas1_default.png"];// 2
}
[self addChild:sceneSpriteBatchNode z:70 tag:100];
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
[[CCSpriteFrameCache sharedSpriteFrameCache]
addSpriteFramesWithFile:#"sunsheet_default.plist"]; // 1
sunSpriteBatchNode =
[CCSpriteBatchNode batchNodeWithFile:#"sunsheet_default.png"]; // 2
} else {
[[CCSpriteFrameCache sharedSpriteFrameCache]
addSpriteFramesWithFile:#"sunsheet_default.plist"]; // 1
sunSpriteBatchNode =
[CCSpriteBatchNode batchNodeWithFile:#"sunsheet_default.png"];// 2
}
[self addChild:sunSpriteBatchNode z:6 tag:101];
[self createObjectOfType:kSun
//withHealth:100
atLocation:ccp(screenSize.width * 0.18f,
screenSize.height * 0.79f)
withZValue:10];
CCSprite *backgroundImage;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
// Indicates game is running on iPad
backgroundImage =
[CCSprite spriteWithFile:#"pollitosbackground.png"];
} else {
backgroundImage =
[CCSprite spriteWithFile:#"pollitosbackground.png"];
}
[backgroundImage setPosition:ccp(screenSize.width/2.0f,
screenSize.height/2.0f)];
[self addChild:backgroundImage z:20 tag:69];
}
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
// Indicates game is running on iPad
skyDay =
[CCSprite spriteWithFile:#"SkyDay.png"];
} else {
skyDay =
[CCSprite spriteWithFile:#"SkyDay.png"];
}
CGSize screenSize = [CCDirector sharedDirector].winSize;
[skyDay setPosition:ccp(screenSize.width * 0.5f,
screenSize.height* 0.75f)];
[self addChild:skyDay z:0 tag:59]; //skyDay.visible=YES;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
// Indicates game is running on iPad
skyNight =
[CCSprite spriteWithFile:#"SkyNight.png"];
} else {
skyNight =
[CCSprite spriteWithFile:#"SkyNight.png"];
}
[skyNight setPosition:ccp(screenSize.width * 0.5f,
screenSize.height * 0.75f)];
[self addChild:skyNight z:2 tag:51]; skyNight.visible = NO;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
// Indicates game is running on iPad
moon =
[CCSprite spriteWithFile:#"Moon.png"];
} else {
moon =
[CCSprite spriteWithFile:#"Moon.png"];
}
[moon setPosition:ccp(screenSize.width * 0.87f,
screenSize.height * 0.51f)];
[self addChild:moon z:5 tag:52];
backbuttonsprite =[CCSprite spriteWithFile:#"back.png"];
[backbuttonsprite setPosition:ccp(screenSize.width * 0.88f,
screenSize.height * 0.95f)];
[self addChild:backbuttonsprite z:75 tag:75];
henDaySprite =[CCSprite spriteWithFile:#"henDay.png"];
[henDaySprite setPosition:ccp(screenSize.width * 0.70f,
screenSize.height * 0.37f)];
[self addChild:henDaySprite z:60 tag:60];
henNightSprite =[CCSprite spriteWithFile:#"henNight.png"];
[henNightSprite setPosition:ccp(screenSize.width * 0.70f,
screenSize.height * 0.37f)];
[self addChild:henNightSprite z:61 tag:61];
henNightSprite.visible = NO;
[self createObjectOfType:kPollito
atLocation:ccp(screenSize.width * 0.378f,
screenSize.height * 0.13f)
withZValue:21];
[self createObjectOfType:kPollito2
atLocation:ccp(screenSize.width * 0.578f,
screenSize.height * 0.18f)
withZValue:22];
[self createObjectOfType:kPollito3
atLocation:ccp(screenSize.width * 0.450f,
screenSize.height * 0.20f)
withZValue:23];
[self createObjectOfType:kPollito4
atLocation:ccp(screenSize.width * 0.3f,
screenSize.height * 0.43f)
withZValue:24];
[self createObjectOfType:kPollito5
atLocation:ccp(screenSize.width * 0.10f,
screenSize.height * 0.27f)
withZValue:25];
[self createObjectOfType:kPollito6
atLocation:ccp(screenSize.width * 0.25f,
screenSize.height * 0.19f)
withZValue:26];
[self createObjectOfType:kPollito7
atLocation:ccp(screenSize.width * 0.77f,
screenSize.height * 0.12f)
withZValue:27];
[self createObjectOfType:kPollito8
atLocation:ccp(screenSize.width * 0.17f,
screenSize.height * 0.42f)
withZValue:28];
[self createObjectOfType:kChicks
atLocation:ccp(screenSize.width * 0.73f,
screenSize.height * 0.25f)
withZValue:75];
[self createObjectOfType:kOwl
atLocation:ccp(screenSize.width * 0.897f,
screenSize.height * 0.727f)
withZValue:29];
return self;
}
#pragma mark -
-(void)createObjectOfType:(GameObjectType)objectType
atLocation:(CGPoint)spawnLocation
withZValue:(int)ZValue {
if (objectType == kPollito) {
CCLOG(#"Creating the Pollito1");
Pollito *pollito = [[[Pollito alloc] init] initWithSpriteFrameName:#"pollito_1.png"];
[pollito setPosition:spawnLocation];
[sceneSpriteBatchNode addChild:pollito z:ZValue tag:1];
[pollito changeState:kStatePecking1];
} else if (objectType == kPollito2) {
CCLOG(#"Creating the Pollito2");
Pollito *pollito2 = [[[Pollito alloc]init ]initWithSpriteFrameName:#"pollito_1.png"];
[pollito2 setPosition:spawnLocation];
[sceneSpriteBatchNode addChild:pollito2 z:ZValue tag:2];
[pollito2 changeState:kStatePecking2];
}else if (objectType == kPollito3) {
CCLOG(#"Creating the Pollito3");
Pollito *pollito3 = [[[Pollito alloc] init ]initWithSpriteFrameName:#"pollito_1.png"];
[pollito3 setPosition:spawnLocation];
[sceneSpriteBatchNode addChild:pollito3 z:ZValue tag:3];
[pollito3 changeState:kStatePecking3];
}else if (objectType == kPollito4) {
CCLOG(#"Creating the Pollito4");
Pollito *pollito4 = [[[Pollito alloc] init ]initWithSpriteFrameName:#"pollito_1.png"];
[pollito4 setPosition:spawnLocation];
[sceneSpriteBatchNode addChild:pollito4 z:ZValue tag:4];
[pollito4 changeState:kStatePecking4];
[pollito4 setScale:0.8f];
}else if (objectType == kPollito5) {
CCLOG(#"Creating the Pollito5");
Pollito *pollito5 = [[[Pollito alloc] init ]initWithSpriteFrameName:#"pollito_1.png"];
[pollito5 setPosition:spawnLocation];
[sceneSpriteBatchNode addChild:pollito5 z:ZValue tag:5];
[pollito5 changeState:kStatePecking5];
}else if (objectType == kPollito6) {
CCLOG(#"Creating the Pollito6");
Pollito *pollito6 = [[[Pollito alloc] init] initWithSpriteFrameName:#"pollito_1.png"];
[pollito6 setPosition:spawnLocation];
[sceneSpriteBatchNode addChild:pollito6 z:ZValue tag:6];
[pollito6 changeState:kStatePecking6];
}else if (objectType == kPollito7) {
CCLOG(#"Creating the Pollito7");
Pollito *pollito7 = [[[Pollito alloc] init ]initWithSpriteFrameName:#"pollito_1.png"];
[pollito7 setPosition:spawnLocation];
[sceneSpriteBatchNode addChild:pollito7 z:ZValue tag:7];
[pollito7 changeState:kStatePecking7];
}else if (objectType == kPollito8) {
CCLOG(#"Creating the Pollito8");
Pollito *pollito8 = [[[Pollito alloc] init] initWithSpriteFrameName:#"pollito_1.png"];
[pollito8 setPosition:spawnLocation];
[sceneSpriteBatchNode addChild:pollito8 z:ZValue tag:8];
[pollito8 changeState:kStatePecking8];
[pollito8 setScale:0.8f];
}else if (objectType == kOwl) {
CCLOG(#"Creating the Owl");
Owl *owl = [[[Owl alloc] init ]initWithSpriteFrameName:#"owl_1.png"];
[owl setPosition:spawnLocation];
[sceneSpriteBatchNode addChild:owl z:ZValue tag:9];
owl.visible = NO;
}else if (objectType == kChicks) {
CCLOG(#"Creating the Chicks");
Chicks *chicks = [[[Chicks alloc] init] initWithSpriteFrameName:#"PollitosSleeping_1.png"];
[chicks setPosition:spawnLocation];
[sceneSpriteBatchNode addChild:chicks z:ZValue tag:11];
chicks.visible = NO;
}else if (objectType == kSun) {
CCLOG(#"Here comes the Sun");
CCSprite *sun = [[[Sun alloc] init ]initWithSpriteFrameName:#"sun_1.png"];
[sun setPosition:spawnLocation];
[sunSpriteBatchNode addChild:sun z:ZValue tag:12];
}
}
-(void) registerWithTouchDispatcher
{
[[[CCDirector sharedDirector] touchDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:NO];
}
-(void) dealloc
{
CCLOG(#"%#:worked %#", NSStringFromSelector(_cmd), self);
}
-(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
CGSize screenSize = [CCDirector sharedDirector].winSize;
Chicks *chicks = (Chicks*)[sceneSpriteBatchNode getChildByTag:11];
Sun *sun = (Sun*)[sunSpriteBatchNode getChildByTag:12];
Owl *owl = (Owl*)[sceneSpriteBatchNode getChildByTag:9];
CGPoint touchLocation = [PollitosLayer locationFromTouch:touch];
// Check if this touch is on the pollito sprite.
if (CGRectContainsPoint([backbuttonsprite boundingBox], touchLocation))
{
STOPSOUNDEFFECT(nightcrickets);
STOPSOUNDEFFECT(pollitoSound);
STOPSOUNDEFFECT(sunSound);
STOPSOUNDEFFECT(sunSoundLayer);
[[GameManager sharedGameManager] runSceneWithID:kMainScene];
}
else if ((CGRectContainsPoint([henDaySprite boundingBox], touchLocation))&&(henNightSprite.visible == NO))
{
henDaySprite.visible = NO;
henNightSprite.visible = YES;
chicks.visible = YES;
[chicks changeState:kStateChirping];
}
else if ((CGRectContainsPoint([henNightSprite boundingBox], touchLocation))&&(henDaySprite.visible == NO))
{
henDaySprite.visible = YES;
henNightSprite.visible = NO;
chicks.visible = NO;
}
else if ((CGRectContainsPoint([skyDay boundingBox], touchLocation)) && (skyNight.visible == NO))
{
skyNight.visible = YES;
owl.visible = YES;
CCAction *moveUp = [CCMoveTo actionWithDuration:2.0f
position:CGPointMake(screenSize.width * 0.87f,
screenSize.height * 0.91f)];
[moon runAction:moveUp];
[[SimpleAudioEngine sharedEngine] stopEffect:sunSoundLayer];
CCAction *sunDown = [CCMoveTo actionWithDuration:2.0f
position:CGPointMake(screenSize.width * 0.18f,
screenSize.height * 0.40f)];
[sun runAction:sunDown];
STOPSOUNDEFFECT(sunSound);
[self playNightSound];
//[[SimpleAudioEngine sharedEngine] stopEffect:sunSound];
STOPSOUNDEFFECT(sunSoundLayer);
}else if (((CGRectContainsPoint([skyNight boundingBox], touchLocation)) && (skyNight.visible == YES) )){
skyNight.visible = NO;
CCAction *moveAction = [CCMoveTo actionWithDuration:2.0f
position:CGPointMake(screenSize.width * 0.87f, screenSize.height * 0.57f)];
[moon runAction:moveAction];
owl.visible = NO;
CCAction *sunUp = [CCMoveTo actionWithDuration:2.0f
position:CGPointMake(screenSize.width * 0.18f,
screenSize.height * 0.79f)];
[sun runAction:sunUp];
STOPSOUNDEFFECT(nightcrickets);
}
return YES;
}
-(void) ccTouchMoved:(UITouch *)touches withEvent:(UIEvent *)event{
}
-(void) ccTouchCancelled:(UITouch *)touch withEvent:(UIEvent *)event {
}
-(void) ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event {
}
#end
To keep it simple, one thing you can do is have the farm layer own the two skies (day and night) and have the day sky own the sun. That way when you are determining what is touched, you can see if the current sky's heavily body (e.g. sun) is touched. If so then stop all necessary effects and play the sun effect. If the sky itself is touched then you can stop the heavily body's audio effect (which would do nothing if one was not playing) before changing the day/night cycle and continuing to play the next set of audio effects. For example:
#intereface FarmLayer()
#property (nonatomic, strong) Sky* day;
#property (nonatomic, strong) Sky* night;
#property (nonatomic, weak) Sky* currentSky;
#end
#implementation FarmLayer
- (void)onEnter
{
[super onEnter];
self.day = [...];
self.night = [...];
self.currentSky = self.day;
// Couldn't think of a better name but you get what I mean.
self.day.skyBody = [Sun ...];
...
}
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
// Pseudo-ish code...
// if self.currentSky && self.currentSky.skyBody is touched
// - Stop all necessary audio effects if playing.
// - Play sky body audio.
// else if self.currentSky is touched
// - Stop all necessary audio effects (including self.currentSky.skyBody's audio effect).
// - If self.currentSky == self.day then switch to night (and vice versa).
// - Play all necessary audio effects for the new sky.
// - Make self.currentSky equal to the the new sky.
}
#end
I hope this helped. The example is just a quick one that assumes a lot of stuff and is not meant to be copied and pasted but it should give you an idea on how to go about solving your dilemma. Let me know if I misunderstood the question.
Edited:
Also I forgot to mention, each object can have its own array of audio files and you can have convenience methods to start and stop them. So for example assume you had an array property called audioEffects:
#interface Sky()
#property (nonatomic, strong) NSMutableArray* audioFileNames;
#property (nonatomic, strong) NSMutableArray* audioIds;
#end
#implementation Sky
- (void)addSoundEffectWithFileName:(NSString *)fileName
{
if (!fileName)
{
// Handle error.
return;
}
if (!self.audioFileNames)
{
self.audioFileNames = [NSMutableArray array];
}
[self.audioFileNames addObject:fileName];
if (!self.audioIds)
{
self.audioIds = [NSMutableArray array];
}
[self.audioIds addObject:#0];
}
- (void)playAllAudioEffects
{
for (int i = 0; i < [self.audioFileNames count]; i++)
{
NSString* audioFile = self.audioFileNames[i];
ALuint audioId = [[SimpleAudioEngine sharedEngine] playEffect:audioFile];
self.audioIds[i] = [NSNumber numberWithUnsignedInt:audioId];
}
}
- (void)stopAllAudioEffects
{
for (int i = 0; i < [self.audioIds count]; i++)
{
ALuint audioId = [self.audioIds[i] unsignedIntegerValue];
[[SimpleAudioEngine sharedEngine] stopEffect:audioId];
}
}
#end
Many Many thanks to Allen S. The creation of the separate SkyLayer and creating the properties inside of it, then referencing those as properties inside the parent layer and then using your onEnter worked. I can now reference and stop the audio of the sky elements from other sprites in the parent layer Here's my onEnter code.
(void)onEnter
{
[super onEnter];
CGSize screenSize = [CCDirector sharedDirector].winSize;
self.skyNight = [CCSprite spriteWithFile:#"SkyNight.png"];
[_skyNight setPosition:ccp(screenSize.width * 0.5f,
screenSize.height * 0.75f)];
[self addChild:_skyNight];
_skyNight.visible=NO;
self.currentsky = self.skyDay;
self.skyDay =
[CCSprite spriteWithFile:#"SkyDay.png"];
[_skyDay setPosition:ccp(screenSize.width * 0.5f,
screenSize.height* 0.75f)];
[self addChild:_skyDay];
_skyDay.visible=YES;
self.Sunspin = [CCSprite spriteWithFile:#"sun_1.png"];
[_Sunspin setPosition:ccp(screenSize.width * 0.18f,screenSize.height* 0.85f)];
[self addChild:_Sunspin];
}

Understanding SpriteKit : Moving Sprites

This is my first post and I am trying to use Apple's SpriteKit framework.
I believe I have a misunderstanding of how to move sprites using the framework. I have a simple example where I would like to move a hero in a simple UP, DOWN, LEFT, RIGHT direction based on the a tap location, respective to the "hero" location. Once the hero hits a block the "hero" should stop.
For testing purposes I am just trying to tap above the "hero" hit the wall of blocks on the top of the screen. Then after the collision occurs, tap below the "hero". I was expecting the "hero" to move toward the wall of blocks on the bottom row; however it seem that the "hero" continues to move UP and through the top wall. I am sure I am making a fundamental flaw, I would appreciate any help.
Thanks
Here is the sample scene I wrote:
static inline CGPoint CGPointSubtract(const CGPoint a, const CGPoint b)
{
return CGPointMake(a.x - b.x, a.y - b.y);
}
typedef enum DIRECTION_e
{
UP,
DOWN,
LEFT,
RIGHT
} DIRECTION_t;
typedef NS_OPTIONS(uint32_t, CNPhysicsCategory)
{
PhysicsCategoryBlock = 1 << 0,
PhysicsCategoryHero = 1 << 1
};
#interface LevelScene ()
#property (nonatomic) SKSpriteNode * hero;
#property (nonatomic) BOOL inMotion;
#end
#implementation LevelScene
-(id) initWithSize:(CGSize)size
{
if (self = [super initWithSize:size])
{
self.physicsWorld.gravity = CGVectorMake(0,0);
self.physicsWorld.contactDelegate = self;
[self createLevel];
[self createHero];
self.inMotion = NO;
}
return self;
}
- (void) createHero
{
[self addHeroAtRow:5 column:2];
}
- (void) createLevel
{
self.backgroundColor = [SKColor blackColor];
self.scaleMode = SKSceneScaleModeAspectFit;
[self addBlockAtRow:1 column:1];
[self addBlockAtRow:1 column:2];
[self addBlockAtRow:1 column:3];
[self addBlockAtRow:10 column:1];
[self addBlockAtRow:10 column:2];
[self addBlockAtRow:10 column:3];
}
- (void) addBlockAtRow:(NSInteger)row column:(NSInteger)column
{
SKSpriteNode *block = [[SKSpriteNode alloc] initWithColor:[SKColor brownColor] size:CGSizeMake(64,64)];
block.position = CGPointMake(32 + (column * 64), 32 + ((11-row) * 64));
block.name = #"block";
block.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:block.size];
block.physicsBody.dynamic = NO;
block.physicsBody.categoryBitMask = PhysicsCategoryBlock;
block.physicsBody.collisionBitMask = PhysicsCategoryBlock | PhysicsCategoryHero;
block.physicsBody.contactTestBitMask = PhysicsCategoryBlock | PhysicsCategoryHero;
[self addChild:block];
}
- (void) addHeroAtRow:(NSInteger)row column:(NSInteger)column
{
self.hero = [[SKSpriteNode alloc] initWithColor:[SKColor redColor] size:CGSizeMake(64,64)];
self.hero.position = CGPointMake(32 + (column * 64), 32 + ((11-row) * 64));
self.hero.name = #"hero";
self.hero.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(self.hero.size.width/2, self.hero.size.height/2)];
self.hero.physicsBody.usesPreciseCollisionDetection = YES;
self.hero.physicsBody.dynamic = YES;
self.hero.physicsBody.categoryBitMask = PhysicsCategoryHero;
self.hero.physicsBody.collisionBitMask = PhysicsCategoryHero | PhysicsCategoryBlock;
self.hero.physicsBody.contactTestBitMask = PhysicsCategoryHero | PhysicsCategoryBlock;
[self addChild:self.hero];
NSLog(#"ADDING HERO: %f, %f", self.hero.position.x, self.hero.position.y);
}
- (void)didBeginContact:(SKPhysicsContact *)contact
{
if (contact.bodyA.categoryBitMask == PhysicsCategoryBlock && contact.bodyB.categoryBitMask == PhysicsCategoryHero)
{
[self.hero removeAllActions];
self.hero.position = contact.bodyB.node.position;
NSLog(#"COLLISION: %f, %f", self.hero.position.x, self.hero.position.y);
self.inMotion = NO;
}
else if (contact.bodyB.categoryBitMask == PhysicsCategoryBlock && contact.bodyA.categoryBitMask == PhysicsCategoryHero)
{
[self.hero removeAllActions];
self.hero.position = contact.bodyA.node.position;
NSLog(#"COLLISION: %f, %f", self.hero.position.x, self.hero.position.y);
self.inMotion = NO;
}
}
- (void) moveHeroTowardDirection:(DIRECTION_t)direction
{
CGPoint location;
switch (direction)
{
case UP:
{
location = CGPointMake(self.hero.position.x, self.hero.position.y + 600);
}
break;
case DOWN:
{
location = CGPointMake(self.hero.position.x, self.hero.position.y + -600);
}
break;
case LEFT:
{
location = CGPointMake(self.hero.position.x + -600, self.hero.position.y);
}
break;
case RIGHT:
{
location = CGPointMake(self.hero.position.x + 600, self.hero.position.y);
}
break;
default: return;
}
NSLog(#"MOVE POSITION: %f, %f", location.x, location.y);
SKAction *action = [SKAction moveTo:location duration:10];
[self.hero runAction:action];
}
-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
if (self.inMotion)
return;
self.inMotion = YES;
UITouch *touch = [touches anyObject];
CGPoint touchLocation = [touch locationInView:self.view];
CGPoint diff = CGPointSubtract(self.hero.position, touchLocation);
NSLog(#"TOUCH POSITION: %f, %f", touchLocation.x, touchLocation.y);
NSLog(#"HERO POSITION: %f, %f", self.hero.position.x, self.hero.position.y);
NSLog(#"DIFF POSITION: %f, %f", diff.x, diff.y);
//
// Magnitude to find out which direction is dominate
//
if (abs(diff.x) > abs(diff.y))
{
if (touchLocation.x > self.hero.position.x)
{
NSLog(#"LEFT");
[self moveHeroTowardDirection:LEFT];
}
else
{
NSLog(#"RIGHT");
[self moveHeroTowardDirection:RIGHT];
}
}
else
{
if (touchLocation.y < self.hero.position.y)
{
NSLog(#"UP");
[self moveHeroTowardDirection:UP];
}
else
{
NSLog(#"DOWN");
[self moveHeroTowardDirection:DOWN];
}
}
}
#end
Here try this, you need to remove/disable your touches ended as well
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];
CGPoint diff = CGPointMake(location.x - self.hero.position.x, location.y - self.hero.position.y);
CGFloat angleRadians = atan2f(diff.y, diff.x);
[self.hero runAction:[SKAction sequence:#[
[SKAction rotateToAngle:angleRadians duration:1.0],
[SKAction moveByX:diff.x y:diff.y duration:3.0]
]]];
}
}
}

Delegate not working between HudLayer and GameLayer

I have created a HudLayer class which defines a protocol for when button presses happen.
-(id) init
{
if( (self=[super initWithColor:ccc4(255, 255, 0, 128)])) {
self.position=ccp(0,0);
self.contentSize=CGSizeMake(480, 40);
scoreLabel=[CCLabelTTF labelWithString:#"0" fontName:#"Marker Felt" fontSize:24];
scoreLabel.position=ccp(62,20);
scoreLabel.anchorPoint=ccp(0,0.5);
[self addChild:scoreLabel];
CCLabelTTF *textLabel=[CCLabelTTF labelWithString:#"Score:" fontName:#"Marker Felt" fontSize:24];
textLabel.position=ccp(5,20);
textLabel.anchorPoint=ccp(0,0.5);
[self addChild:textLabel];
CCMenuItemImage * item = [CCMenuItemImage itemWithNormalImage:#"fire.png" selectedImage:#"fire.png" target:self selector:#selector(projectileButtonTapped:)];
CCMenu *menu = [CCMenu menuWithItems:item, nil];
menu.position = ccp(150, 20);
[self addChild:menu];
}
return self;
}
- (void)projectileButtonTapped:(id)sender
{
NSLog(#"projectileButtonTapped HudLayer");
[self.delegate respondsToSelector:#selector(projectileButtonTapped:)];
}
Then in my HelloWorldLayer class I implement the protocol and set myself as the delegate.
+(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];
//add another layer to the scene
// HudLayer *anotherLayer = [HudLayer node];
// anotherLayer.delegate = self;
// [scene addChild: anotherLayer];
// layer.hud=anotherLayer;
// return the scene
return scene;
}
-(id) init
{
if( (self=[super init]) ) {
_tileMap = [CCTMXTiledMap tiledMapWithTMXFile:#"GridWars#medium.tmx"];
_background = [_tileMap layerNamed:#"Background"];
_foreground = [_tileMap layerNamed:#"Foreground"];
_meta = [_tileMap layerNamed:#"Meta"];
_meta.visible = NO;
CCTMXObjectGroup *objectGroup = [_tileMap objectGroupNamed:#"Objects"];
NSAssert(objectGroup != nil, #"tile map has no objects object layer");
NSDictionary *spawnPoint = [objectGroup objectNamed:#"SpawnPoint"];
int x = [spawnPoint[#"x"] integerValue];
int y = [spawnPoint[#"y"] integerValue];
_wizardHero = [[WizardHero alloc]init];
_redEnemy = [[RedEnemy alloc]init];
_wizardHero.position = ccp(x,y);
[self addChild:_wizardHero];
[self setViewPointCenter:_wizardHero.position];
[self addChild:_tileMap z:-1];
self.touchEnabled = YES;
self.enemies = [[NSMutableArray alloc] init];
self.projectiles = [[NSMutableArray alloc] init];
[self schedule:#selector(testCollisions:)];
for (spawnPoint in [objectGroup objects]) {
if ([[spawnPoint valueForKey:#"Enemy"] intValue] == 1){
x = [[spawnPoint valueForKey:#"x"] intValue];
y = [[spawnPoint valueForKey:#"y"] intValue];
[self addEnemyAtX:x y:y];
}
}
_hud = [HudLayer node];
_hud.delegate = self;
[self addChild:_hud];
}
return self;
}
- (void)projectileButtonTapped:(id)sender
{
// Find where the touch is
// CGPoint touchLocation = [touch locationInView: [touch view]];
// touchLocation = [[CCDirector sharedDirector] convertToGL: touchLocation];
// touchLocation = [self convertToNodeSpace:touchLocation];
if (self.wizardHero.selectedTargets.count > 0) {
// Create a projectile and put it at the player's location
CCSprite *projectile = [CCSprite spriteWithFile:#"Projectile.png"];
projectile.position = _wizardHero.position;
[self addChild:projectile];
// Determine where we wish to shoot the projectile to
int realX;
// Are we shooting to the left or right?
CGPoint diff = ccpSub(self.redEnemy.position, self.wizardHero.position);
if (diff.x > 0)
{
realX = (_tileMap.mapSize.width * _tileMap.tileSize.width) +
(projectile.contentSize.width/2);
} else {
realX = -(_tileMap.mapSize.width * _tileMap.tileSize.width) -
(projectile.contentSize.width/2);
}
float ratio = (float) diff.y / (float) diff.x;
int realY = ((realX - projectile.position.x) * ratio) + projectile.position.y;
CGPoint realDest = ccp(realX, realY);
// Determine the length of how far we're shooting
int offRealX = realX - projectile.position.x;
int offRealY = realY - projectile.position.y;
float length = sqrtf((offRealX*offRealX) + (offRealY*offRealY));
float velocity = 480/1; // 480pixels/1sec
float realMoveDuration = length/velocity;
// Move projectile to actual endpoint
id actionMoveDone = [CCCallFuncN actionWithTarget:self
selector:#selector(projectileMoveFinished:)];
[projectile runAction:
[CCSequence actionOne:
[CCMoveTo actionWithDuration: realMoveDuration
position: realDest]
two: actionMoveDone]];
[self.projectiles addObject:projectile];
}
}
The problem is that only the projectileButtonTapped: in the HudLayer is called (ie. the delegate's method never gets called).
P.S.
To save space I left out both .h files. But I assure you they are correct, with the #protocol used in HudLayer and that same protocol name put in <> within the HelloWorldLayer.
I think :
- (void)projectileButtonTapped:(id)sender
{
NSLog(#"projectileButtonTapped HudLayer");
if ([self.delegate respondsToSelector:#selector(projectileButtonTapped:)]) {
[self.delegate performSelector:#selector(projectileButtonTapped:) withObject:sender];
}
}

Cocos2d EXC_BAD_ACCESS

I am new to cocos2d and suddenly got this EXC_BAD_ACCESS,
I made a new winning menu and i got the error
I think the error is because i called a released object, but i dont release anything?
My Debug Console had no error, which is strange
here is my Level_1.m
//
// Level_1.m
// iPadGame
//
// Created by My Name on 1/25/12.
// Copyright 2012 __MyCompanyName__. All rights reserved.
//
#import "Level_1.h"
#import "HelloWorldLayer.h"
CCSprite *player;
CCSprite *enemy;
CCSprite *enemy2;
CCSprite *enemy3;
CCSprite *star;
CCSprite *star2;
CCSprite *star3;
CCSprite *bg;
CCSprite *toolBar;
CCLabelTTF *youWin;
bool movePlayer;
#implementation Level_1
#synthesize score;
+(CCScene *) scene {
// 'scene' is an autorelease object.
CCScene *scene = [CCScene node];
// 'layer' is an autorelease object.
Level_1 *layer = [Level_1 node];
// add layer as a child to scene
[scene addChild: layer];
// return the scene
return scene;
}
-(void) setUpWinMenu {
[CCMenuItemFont setFontName:#"Marker Felt"];
[CCMenuItemFont setFontSize:75];
CCMenuItem *MainMenu = [CCMenuItemFont itemFromString:#"Main Menu" target:self selector:#selector(gotoMainMenu)];
CCMenu *WinMenu = [CCMenu menuWithItems:MainMenu, nil];
[self addChild:WinMenu];
MainMenu.position = ccp(400,500);
}
// on "init" you need to initialize your instance
-(id) init
{
// always call "super" init
// Apple recommends to re-assign "self" with the "super" return value
if( (self=[super init]))
{
self.isTouchEnabled = YES;
scoreNumber = 10;
bg = [CCSprite spriteWithFile:#"metal_background.jpeg"];
bg.position = ccp(512,384);
[self addChild:bg];
toolBar = [CCSprite spriteWithFile:#"ToolBar.png"];
toolBar.position = ccp(512,-30);
[self addChild:toolBar];
score = [CCLabelAtlas labelWithString:#"0123456789" charMapFile:#"ScoreFinal.png" itemWidth:50 itemHeight:75 startCharMap:'.'];
[self addChild:score];
score.position = ccp (-100,15);
CCLabelTTF *scoreLabel = [CCLabelTTF labelWithString:#"Score:" fontName:#"Marker Felt" fontSize:45];
scoreLabel.position = ccp(score.position.x + 275,score.position.y + 40);
scoreLabel.color = ccc3(0, 0, 0);
[self addChild:scoreLabel];
star = [CCSprite spriteWithFile:#"Star.png"];
star.position = ccp(400,600);
[self addChild:star];
star2 = [CCSprite spriteWithFile:#"Star.png"];
star2.position = ccp(600,600);
star3 = [CCSprite spriteWithFile:#"Star.png"];
star3.position = ccp(200,600);
player = [CCSprite spriteWithFile:#"ball.png"];
player.position = ccp(500,300);
[self addChild:player];
enemy = [CCSprite spriteWithFile:#"SpaceShip.png"];
enemy.position = ccp(150,600);
[self addChild:enemy];
enemy2 = [CCSprite spriteWithFile:#"SpaceShip.png"];
enemy2.position = ccp(250,600);
[self addChild:enemy2];
enemy3 = [CCSprite spriteWithFile:#"SpaceShip.png"];
enemy3.position = ccp(350,600);
[self addChild:enemy3];
[self schedule:#selector(enemyMove) interval:0.01];
[self schedule:#selector(collisionDetection) interval:0.01];
[self schedule:#selector(getStar) interval:0.01];
NSString *string = [NSString stringWithFormat:#"Score: %i", (int)scoreNumber];
[score setString:string];
x = 15;
x2 = 15;
x3 = 15;
y = 15;
Bx = 10;
By = 10;
movePlayer = FALSE;
CCRepeatForever *repeat = [CCRepeatForever actionWithAction: [CCRotateBy actionWithDuration:2 angle:360]];
[star runAction:repeat];
star.visible = 1;
}
return self;
}
-(void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch* myTouch = [touches anyObject];
CGPoint location = [myTouch locationInView: [myTouch view]];
location = [[CCDirector sharedDirector]convertToGL:location];
CGRect playerRect = CGRectMake(player.position.x - (player.contentSize.width/2),
player.position.y - (player.contentSize.height/2),
player.contentSize.width,
player.contentSize.height);
CGRect Tlocation = CGRectMake(location.x, location.y, 10, 10);
NSLog(#"Touch Began");
if (CGRectIntersectsRect (Tlocation, playerRect)) {
player.position = location;
movePlayer = TRUE;
}
}
-(void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *myTouch = [touches anyObject];
CGPoint point = [myTouch locationInView:[myTouch view]];
point = [[CCDirector sharedDirector] convertToGL:point];
if (movePlayer == TRUE) {
player.position = point;
if (player.position.y < 110) {
player.position = ccp(player.position.x, 111);
}
}
}
-(void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
NSLog(#"Touch ended");
movePlayer = FALSE;
}
-(void) enemyMove {
enemy.position = ccp(enemy.position.x + x, enemy.position.y);
enemy2.position = ccp(enemy2.position.x - x2, enemy2.position.y);
enemy3.position = ccp(enemy3.position.x + x3, enemy3.position.y);
if (enemy.position.x > 1024 || enemy.position.x < 0) {
x = -x;
}
if (enemy2.position.x > 1024 || enemy2.position.x < 0) {
x2 = -x2;
}
if (enemy3.position.x > 1024 || enemy3.position.x < 0) {
x3 = -x3;
}
if (enemy.position.y > 768 || enemy.position.y < 120) {
y = -y;
}
}
-(void) collisionDetection {
if (CGRectIntersectsRect(player.boundingBox, enemy.boundingBox)) {
[self schedule:#selector(collisionAlert)];
}
if (CGRectIntersectsRect(player.boundingBox, enemy2.boundingBox)) {
[self schedule:#selector(collisionAlert)];
}
if (CGRectIntersectsRect(player.boundingBox, enemy3.boundingBox)) {
[self schedule:#selector(collisionAlert)];
}
}
-(void) getStar {
if (CGRectIntersectsRect(player.boundingBox, star.boundingBox)) {
NSLog(#"Got Star!");
scoreNumber += 100;
NSString *string = [NSString stringWithFormat:#"Score: %i", (int)scoreNumber];
[score setString:string];
[self addChild:star2];
if (star.visible == 1) {
}
}
if (CGRectIntersectsRect(player.boundingBox, star2.boundingBox)) {
NSLog(#"Got Star!");
scoreNumber += 100;
NSString *string = [NSString stringWithFormat:#"Score: %i", (int)scoreNumber];
[score setString:string];
[self addChild:star3];
}
if (CGRectIntersectsRect(player.boundingBox, star3.boundingBox)) {
youWin = [CCLabelTTF labelWithString:#"You Win" fontName:#"Marker Felt" fontSize:75];
youWin.position = ccp(500,400);
[self addChild:youWin];
[self setUpWinMenu];
NSLog(#"Got Star!");
scoreNumber += 100;
NSString *string = [NSString stringWithFormat:#"Score: %i", (int)scoreNumber];
[score setString:string];
player.position = ccp(player.position.x - 10, player.position.y - 20);
[self unschedule:#selector(enemyMove)];
[self unschedule:#selector(collisionAlert)];
[self unschedule:#selector(getStar)];
}
return;
}
-(void) collisionAlert {
player.position = ccp(player.position.x - 10, player.position.y - 20);
[self unschedule:#selector(enemyMove)];
UIAlertView* dialog = [[UIAlertView alloc] init];
[dialog setDelegate:self];
[dialog setTitle:#"Fail"];
[dialog setMessage:#"You are a Failure!"];
[dialog addButtonWithTitle:#"Goto Main Menu"];
[dialog addButtonWithTitle:#"Retry!"];
[dialog addButtonWithTitle:#"Dont push this button"];
[dialog show];
[dialog release];
[self unschedule:#selector(collisionAlert)];
}
-(void) alertView:(UIAlertView *)alert clickedButtonAtIndex:(NSInteger)buttonIndex {
if(buttonIndex == 0) {
[[CCDirector sharedDirector] replaceScene:[CCTransitionFlipAngular transitionWithDuration:1 scene:[HelloWorldLayer node]]];
}
if (buttonIndex == 1) {
[[CCDirector sharedDirector] replaceScene:[Level_1 node]];
}
if (buttonIndex == 2) {
[self schedule:#selector(noting)];
}
}
-(void) gotoMainMenu {
[[CCDirector sharedDirector] replaceScene:[CCTransitionJumpZoom transitionWithDuration:1 scene:[HelloWorldLayer node]]];
}
#end
im not finished completely but there maybe a few empty methods but im sure thats not whats causing the problem
All this objects:
CCSprite *player;
CCSprite *enemy;
CCSprite *enemy2;
CCSprite *enemy3;
CCSprite *star;
CCSprite *star2;
CCSprite *star3;
CCSprite *bg;
CCSprite *toolBar;
are being allocated with autorelease methods, such as CCSprite spriteWithFile: and then, when you access these objects in other methods, like you do at ccTouchesBegan: withEvent: they are already deallocated, and you get the EXC_BAD_ACCESS
One thing you can do to fix it, is to call the spriteWithFile: method followed by a retain call, like
toolBar = [[CCSprite spriteWithFile:#"ToolBar.png"] retain];
But don't forget to release the retained objects on your Level_1's class dealloc (which I didn't see implemented in your class)
-(void) dealloc {
[toolBar release];
[super dealloc]
}
Even if you don't see anything on the console, if you run the app under the debugger, you should be able to inspect the call stack at the moment of the crash.
This will tell you clearly if you are accessing some already deallocated object, or possibly trying to send a message.

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