CCMoveTo not working, node/scene issue? - ios

I have a CCLayer class called SuccessLayer. It gets added to the scene when the level is complete, like so:
SuccessLayer *successLayer = [SuccessLayer node];
[self addChild:successLayer];
In SuccessLayer, I want to have a rock fly by, I'm trying to achieve that with this:
-(void)onEnter{
Asteroid *asteroid = [Asteroid spriteWithFile:#"rocks.png"];
asteroid.position = ccp(0, 500);
[self addChild:asteroid];
CCMoveTo *move = [CCMoveTo actionWithDuration:2.0 position:ccp(1000, 0)];
[asteroid runAction:move];}
However, it seems CCMoveTo isn't working. I see the sprite sitting at its initial coordinates, but nothing more. What am I missing here? Thanks

[super onEnter];
any coco's onSomething, you should super onSomething.

Sovled the problem by casting it as a CCSprite (is that the correct way to say it?)
CCSprite *asteroid = [Asteroid spriteWithFile:#"rocks.png"];
Asteroid is already a subclass of CCSprite, so I have no idea why this works, but it allows me to run actions on it now.

Related

Check if SKShapeNode which is a Line contains Point

I'm programming a little Game. For this I need some Walls. Therefor I have used:
Wall[w] = [[SKShapeNode alloc] init];
Wall[w].path = WallPos[w];
Wall[w].lineWidth = 4;
Wall[w].strokeColor = [UIColor whiteColor];
Wall[w].zPosition = 3;
[self addChild: Wall[w]];
Wall is an Array of SKShapeNodes and is set in #interface, so I can use it in every method. WallPos contains CGMutablePathRefs.
In TouchesBegan and TouchesMoved I'm calling a method which should check if you have touched one of the walls.
I have also some SKShapeNodes which are Rectangles, and to check if they are touched, I have used
if ([SomeShape containsPoint: Position] {
//Do some stuff
}
But with a line it's not working. Sometimes I'm touching on the line and nothing happens. Then I've seen this: Detecting Touch on SKShapeNode that is a Line and I have tried to do it on that way:
for (int i = 0; i < NrWalls; i++) {
if (CGRectContainsPoint(Wall[i].frame, Position)) {
[self GameOver];
}
}
But now every Point I touch sets a "Game Over" to me!!
Has anyone an Idea, how could I check if the line is touched?
Thanks for your help!
DXXL
Not sure why you want to use SKShapeNodes for walls and rectangles. To answer your question, you can attach a physics body to your shape node and use the contact methods to check for possible contacts. However, assigning a physics body to a shape node could be a tricky undertaking due to the anchor points and getting a desired alignment.
Seeing that you are really only drawing rectangles for your walls, I suggest you use a SKSpriteNode with a physics body instead. Something like this:
SKSpriteNode *myNode = [SKSpriteNode spriteNodeWithColor:[SKColor redColor] size:CGSizeMake(5, 100)];
myNode.position = CGPointMake(100, 100);
myNode.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:myNode.size];
myNode.physicsBody.dynamic = NO;
myNode.physicsBody.categoryBitMask = CategoryWall;
[self addObject:myNode];
If you need, you can read up on SKPhysicsBody here.

Cocos2D: how to tweak CCMenuItem with only one sprite?

how could I tweak CCMenuItemSprite to support only one sprite?
Currently I have:
[CCMenuItemSprite itemWithNormalSprite:one selectedSprite:selectedOne]
But would like to have:
[CCMenuItemSprite itemWithNormalSprite:one]
EDIT: I want to modify CCMenuItem to work only with one CCSprite and not two. So I need to change also the internal methods.
You can just use the same (normal) sprite as the selected sprite. When clicked, the button will then do nothing.
You could just use
[CCMenuItemSprite itemWithNormalSprite:one selectedSprite:one]
this way, nothing would happen when you select the sprite
try this, just change colour of seleted sprite.
CCSprite *sprite1 = [CCSprite spriteWithFile:#"Button.png"];
CCSprite * sprite2 = [CCSprite spriteWithFile:#"Button.png"];
sprite2.color = ccc3(128, 128, 128);
CCMenuItemImage *itemEasyLevelImage = [CCMenuItemImage itemWithNormalSprite:sprite1
selectedSprite:sprite2
block:^(id sender){}];

CCRenderTexture and CCDirector render differently?

i wanted to use CCRenderTexture in my project because i have a lot of CCLabelBMFont that are mostly static. Adding them all to my Scene caused some performance issues (Yes you can use BatchNotes etc. but it didnt really help). So I rendered them into a single Texture which increased the performance significantly! But the problem is that the rendered texture and the directly rendered node look different. I have no idea why!
I created a cocos2d-sample project and and created this:
CCSprite* testImage = [CCSprite spriteWithFile:#"N.png"];
testImage.position = ccp(100,100);
CCRenderTexture *rt = [CCRenderTexture renderTextureWithWidth:786 height:1024];
[rt beginWithClear:0 g:0 b:0 a:0];
[testImage visit];
[rt end];
CCSprite* renderedSprite = [CCSprite spriteWithTexture:rt.sprite.texture];
renderedSprite.position = ccp(386,512);
// Flip because CCRenderTexture is flipped
renderedSprite.flipY = YES;
// Add normal node an the rendered sprite
testImage.position = ccp(130,100);
[self addChild:testImage];
[self addChild:renderedSprite];
The results look like this:
How can this be? How can i make them look the same?
The N on the right is the sprite added the "normal" way and it is displayed correctly. The N on the left is the texture.
Edit:
i found this tutorial which hints that the blend functions are different. so can i am looking for the correct function to make them look the same.
I found the solution!
I used this example to create the sprite but when i looked into the cocos2d-manual again i saw, that you can add the CCRenderTexture directly to your scene. Thats what i did and it solved the problem!
So the correct code should be:
CCSprite* testImage = [CCSprite spriteWithFile:#"N.png"];
testImage.position = ccp(100,100);
CCRenderTexture *rt = [CCRenderTexture renderTextureWithWidth:786 height:1024];
[rt begin];
[testImage visit];
[rt end];
rt.position = ccp(386,512);
// Add normal node an the rendered sprite
testImage.position = ccp(130,100);
[self addChild:testImage];
[self addChild:rt];

How to implement Sprite with Buttons

So I'm making a game, and in this game I need to have a certain sprite to appear multiple times.
It's simply an image, with two buttons. One button underneath the image, and one above.
I am using Cocos2d, so any mention of sprite will be the CCSprite class. And the image is actually just a line.
Is there an easy way to implement something like this? I don't want to have to make a separate sprite for the image, and then add each button. Is there a way I can do this all in one sprite?
I'm assuming that I'll probably have to manually add everything (create a method that will create an image and position the buttons relative to the image), but I'm hoping I'm wrong and there is an easier/more efficient way of doing this.
Thanks!
I think you are looking for CCMenuItem and CCMenu
CCSprite *enabledSprite = [CCSprite spriteWithFile:#"myButtonSprite.png"];
CCSprite *selectedSprite = [CCSprite spriteWithFile:#"myButtonSprite.png"];
CCSprite *disabledSprite = [CCSprite spriteWithFile:#"myButtonSprite.png"];
CCMenuItemSprite *item [[[CCMenuItem alloc] initWithNormalSprite:enabledSprite
selectedSprite:selectedSprite
disabledSprite:disabledSprite
target:delegate
selector:selector] autorelease];
item.position = ccp(240, 160);
CCMenu *menu = [CCMenu menuWithItems:item, nil];
menu.position = ccp(0, 0);
[self addChild:menu];

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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