Issues with background coordinate configuration in objective c with runAction? - ios

in my game i have two backgrounds going one after the other creating a continuous loop moving to the left.
However, right now one goes, and the other does not follow it.
I have relentlessly tried different numbers but nothing seems to help.
Thank you for whatever help you can give to me.
if((self = [super init]))
{
self.isTouchEnabled = YES;
background=[CCSprite spriteWithFile:#"testbackground88.png"];
[self addChild:background z:1];
background.position=ccp(500,240);
id repeat1 =[CCRepeatForever actionWithAction:[CCSequence actions:
[CCMoveTo actionWithDuration:7 position:ccp(-300,240)],
[CCPlace actionWithPosition:ccp(800,240)],nil]];
[background runAction:repeat1];
background2=[CCSprite spriteWithFile:#"testbackground92.png"];
[self addChild:background2 z:1];
background2.position=ccp(500,240);
id repeat2 =[CCRepeatForever actionWithAction:[CCSequence actions:
[CCMoveTo actionWithDuration:7 position:ccp(-300,240)],
[CCPlace actionWithPosition:ccp(800,240)],nil]];
[background2 runAction:repeat2];
}

if((self = [super init]))
{
self.isTouchEnabled = YES;
//add an empty container sprite in 0,0 pos
CCSprite container = [CCSprite node];
[self addChild:container];
// get the screen size and use it for positioning
CGSize scrSize = [[CCDirector sharedDirector] winSize];
// add the sprites to the container
background =[CCSprite spriteWithFile:#"testbackground88.png"];
background2 =[CCSprite spriteWithFile:#"testbackground92.png"];
[container addChild:background z:1];
[container addChild:background2 z:1];
// use the background's widths to define it's in between distance.
int bgDist = ( background2.contentSize.width + background.contentSize.width) / 2;
// the container's total travel;
int containerTravel = ( background.contentSize.width + background2.contentSize.width)/2 ;
background.position =ccp(scrSize.width/2, scrSize.height/2);
background2.position =ccp( (scrSize.width/2 + bgDist), scrSize.height/2);
// move the container
CCRepeatForever loopBgTravel =[CCRepeatForever actionWithAction:[CCSequence actions:
[CCMoveTo actionWithDuration:0 position:ccp(0,0)],
[CCMoveTo actionWithDuration:7 position:ccp(-containerTravel,0)]];
[container runAction:loopBgTravel];
}
Feel free to ask again if this isn't working

the way you did that, you should always see bg2 over bg, as they move in the same exact position each time.
for example, if you want background2 placed on the right next to background 1, you can do something like
background2=[CCSprite spriteWithFile:#"testbackground92.png"];
[self addChild:background2 z:1];
int bgWidth = background2.contentSize.width;
background2.position=ccp(500 + bgWidth ,240);
id repeat2 =[CCRepeatForever actionWithAction:[CCSequence actions:
[CCMoveTo actionWithDuration:7 position:ccp( (-300 + bgWidth) ,240)],
[CCPlace actionWithPosition:ccp((800 + bgWidth ),240)],nil]];
It would be even better to add both sprites in a container Sprite, one next to each other, and perform the move actions on the container

Related

CCNode Hud, not acting as Hud but "scrolling with scene"

Attempting to simply have a scene where I have the gameplay, and the hud. Since I have it positioning the scene (which contains both layers), I assume this is why my Menu button is moving even though it's in the Hud Layer.
To fix it I would think that I would maybe have to change this line
[self setCenterOfScreen: mainChar.position];
to something like this:
[gameLayer setCenterOfScreen: mainChar.position];
But then I get this:
No visible #interface for CCNode declares the selector
'setCenterOfScreen:'
Here is the
GameScene (commented where I think issue is):
+ (GameScene *)scene
{
return [[self alloc] init];
}
// -----------------------------------------------------------------------
- (id)init
{
self = [super init];
if (!self) return(nil);
CGSize winSize = [CCDirector sharedDirector].viewSize;
self.userInteractionEnabled = YES;
self.theMap = [CCTiledMap tiledMapWithFile:#"AftermathRpg.tmx"];
self.contentSize = theMap.contentSize;
CCNode *gameLayer = [CCNode node];
gameLayer.userInteractionEnabled = YES;
gameLayer.contentSize = self.contentSize;
[self addChild:gameLayer];
[gameLayer addChild:theMap z:-1];
self.mainChar = [CCSprite spriteWithImageNamed:#"mainChar.png"];
mainChar.position = ccp(200,300);
[gameLayer addChild:mainChar];
// POSSIBLY WHY BOTH LAYERS ARE SHIFTING, RATHER THEN HUD STANDING STILL,
// I essentially want the gameLayer to be centered on screen, not both.
// I tried [gameLayer setCenterOfScreen: mainChar.position] but got error posted above
[self setCenterOfScreen: mainChar.position];
CCNode *hudLayer = [CCNode node];
hudLayer.userInteractionEnabled = YES;
hudLayer.position = ccp(winSize.width * 0.9, winSize.height * 0.9);
[self addChild:hudLayer];
CCButton *backButton = [CCButton buttonWithTitle:#"[ Menu ]" fontName:#"Verdana-Bold" fontSize:18.0f];
backButton.positionType = CCPositionTypeNormalized;
backButton.position = ccp(0.85f, 0.95f); // Top Right of screen
[backButton setTarget:self selector:#selector(onBackClicked:)];
[hudLayer addChild:backButton];
return self;
}
but then I just get:
Just confused on how I would set up a scene, to initially have 2 layers - one that keeps position in say the top right as a HUD, and the other that scrolls with scene for gameplay when telling it to.
This is related to the other question you asked here (Adding a Hud Layer to Scene Cocos2d-3) which I posted the answer to. In the future it is better to modify your original OP in your first question rather than create a new question that is almost the same.
Hope this helped.

Really need SKSpriteNode children to shoot correctly

So I have a shipNode (which is initially facing right) with two children called _laserCannon1(and 2) that are configured by the method below:
-(void)initializeLaserCannonLocations
{
CGSize size = CGSizeMake(4.0, 4.0);
_laserCannon1 = [SKSpriteNode spriteNodeWithColor:[SKColor yellowColor] size:size];
_laserCannon2 = [SKSpriteNode spriteNodeWithColor:[SKColor yellowColor] size:size];
_laserCannon1.position = CGPointMake(self.size.width/2, self.size.height/2 + 15);
_laserCannon2.position = CGPointMake(self.size.width/2, self.size.height/2 - 15);
[self addChild:_laserCannon1];
[self addChild:_laserCannon2];
}
Then I am later "firing" lasers from them based off of the ship's zRotation as follows
-(void)fireLocalLaser
{
CGVector standardLaserVelocity = CGVectorMake(700*cosf(_myShip.zRotation - _myShip.laserCannon1.zRotation),
700*sinf(_myShip.zRotation - _myShip.laserCannon2.zRotation));
[self spawnLaserFrom:CGPointAdd(_myShip.laserCannon1.position, ship.position); withVelocity:standardLaserVelocity fromShip:_myShip];
[self spawnLaserFrom:CGPointAdd(_myShip.laserCannon2.position, ship.position); withVelocity:standardLaserVelocity fromShip:_myShip];
}
Now everything works fine when the ships is facing directly left or right, but for some odd reason as the ship begins to face more towards the top or bottom the shots are fired increasingly towards the middle of the ship, to the point that once the ship is facing vertically both shots are fired from the middle.position.x of the ship. Does it have to do with something from where I placed my _laserCannons?
I hope my math teacher doesn't see this!
Your problem is with the relative position of your 2 laser cannons as they rotate. I have included a picture so I don't have to go into a long winded description of what is happening.
I have included code for a kinda, sorta, duct tape solution on how you can do this if you really want to. It ain't pretty but it works. The code is good from 0 to 90 degrees so you should be able to work out the rest from there if you have your heart set on having 2 cannons. BUT I would strongly suggest your Mighty Space Empire invest in single cannon ships, as it will make your coding job a whole lot easier!
#implementation MyScene {
SKSpriteNode *ship1;
SKShapeNode *turret1;
SKShapeNode *turret2;
}
-(id)initWithSize:(CGSize)size
{
if (self = [super initWithSize:size]) {
self.physicsWorld.contactDelegate = self;
[self createSpaceships];
}
return self;
}
-(void)createSpaceships {
ship1 = [SKSpriteNode spriteNodeWithColor:[SKColor blueColor] size:CGSizeMake(50, 50)];
ship1.position = CGPointMake(300, 150);
ship1.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:ship1.size];
ship1.physicsBody.dynamic = NO;
[self addChild:ship1];
SKSpriteNode *frontOfShip = [SKSpriteNode spriteNodeWithColor:[SKColor grayColor] size:CGSizeMake(2, 50)];
frontOfShip.position = CGPointMake(25, 0);
[ship1 addChild:frontOfShip];
}
-(void)update:(CFTimeInterval)currentTime {
/* Called before each frame is rendered */
}
// touch the left side of the screen to rotate the ship by +0.0785398 radians
// touch the right hand side of the screen to fire lasers
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint touchLocation = [touch locationInNode:self.scene];
if(touchLocation.x < self.size.width/2) // left side of screen
{
SKAction *block0 = [SKAction runBlock:^{
ship1.zRotation = ship1.zRotation +0.0785398;
}];
[self runAction:block0];
} else // right side of screen
{
float turret1offsetX = 0;
float turret1offsetY = 0;
float turret2offsetX = 0;
float turret2offsetY = 0;
if((ship1.zRotation >0) && (ship1.zRotation <=0.785399))
{
turret1offsetX = (14/0.785398) * ship1.zRotation;
turret1offsetY = (23/0.785398) * ship1.zRotation;
turret2offsetX = (-20/0.785398) * ship1.zRotation;
turret2offsetY = (10/0.785398) * ship1.zRotation;
}
if((ship1.zRotation >0.785399) && (ship1.zRotation <=1.570797))
{
turret1offsetX = (14 - (9/0.785398)) * ship1.zRotation;
turret1offsetY = -4 + (27/0.785398) * ship1.zRotation;
turret2offsetX = (3 - (25/0.785398)) * ship1.zRotation;
turret2offsetY = 20 - (10/0.785398) * ship1.zRotation;
}
int x = ship1.position.x + 1000 * cos(ship1.zRotation);
int y = ship1.position.y + 1000 * sin(ship1.zRotation);
turret1 = [SKShapeNode node];
CGMutablePathRef pathToDraw = CGPathCreateMutable();
CGPathMoveToPoint(pathToDraw, NULL, (ship1.position.x+20)+turret1offsetX, (ship1.position.y-25)+turret1offsetY);
CGPathAddLineToPoint(pathToDraw, NULL, x, y);
turret1.path = pathToDraw;
[turret1 setStrokeColor:[UIColor redColor]];
[self addChild:turret1];
turret2 = [SKShapeNode node];
CGMutablePathRef pathToDraw2 = CGPathCreateMutable();
CGPathMoveToPoint(pathToDraw2, NULL, (ship1.position.x+20)+turret2offsetX, (ship1.position.y+25)+turret2offsetY);
CGPathAddLineToPoint(pathToDraw2, NULL, x, y);
turret2.path = pathToDraw2;
[turret2 setStrokeColor:[UIColor redColor]];
[self addChild:turret2];
}
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
[turret1 removeFromParent];
[turret2 removeFromParent];
}
#end
Yes as sangony put it, it really just has to do with your relative positioning of the _laserCannons from your shipNode. I would personally just start with a singular laserCannon for now, and get more comfortable with the math involved until you feel ready to move on to adding more.

Stoping the movement of a sprite- Box2D (cocos2d)

I am in the process of making a game and I need an object to move only when the buttons are pressed. I have a method that begins the movement, and so far I am ending the movement of an object by having destroying the body of the object. The problem that I have is that I can't move the object again since the program will now crash. I'm wondering if there is a way to recreate the body once its destroyed since my current method of checking if the body still exists isn't working.
Here is my code.
NSMutableArray *spaceObjectsArray;
#pragma mark - HelloWorldLayer
#interface HelloWorldLayer()
-(void) initPhysics;
-(void) addNewSpriteAtPosition:(CGPoint)p;
-(void) createMenu;
#end
#implementation HelloWorldLayer
+(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];
// return the scene
return scene;
}
-(void)gameLogic:(ccTime)delta
{
[self addSpaceObjects];
}
-(void) addSpaceObjects
{
_spaceObject = [CCSprite spriteWithFile:#"blueDot.jpg"];
//create spaceObject body
b2BodyDef spaceObjectbBodyDef;
spaceObjectbBodyDef.type=b2_dynamicBody;
spaceObjectbBodyDef.userData = _spaceObject;
//make the location of spaceObject
CGSize winSize = [CCDirector sharedDirector].winSize;
int minX= _spaceObject.contentSize.width/2;
int maxX = winSize.width - _spaceObject.contentSize.width/2;
int rangeX = maxX - minX;
int actualX = (arc4random() % rangeX) + minX;
_spaceObject.position = ccp(actualX, winSize.height + _ship.contentSize.height);
spaceObjectbBodyDef.position.Set(actualX/PTM_RATIO, (winSize.height+_ship.contentSize.height)/PTM_RATIO);
_spaceObjectBody= _world->CreateBody(&spaceObjectbBodyDef);
//create spaceObject shape
b2PolygonShape spaceObjectShape;
spaceObjectShape.SetAsBox(_spaceObject.contentSize.width/PTM_RATIO/2, _spaceObject.contentSize.height/PTM_RATIO/2);
//create spaceObject fixture
b2FixtureDef spaceObjectShapeDef;
spaceObjectShapeDef.shape= &spaceObjectShape;
spaceObjectShapeDef.density = 2;
spaceObjectShapeDef.restitution =0;
spaceObjectShapeDef.friction=0;
_spaceObjectFixture = _spaceObjectBody->CreateFixture(&spaceObjectShapeDef);
[self addChild:_spaceObject];
_spaceObject.tag=1;
[spaceObjectsArray addObject:_spaceObject];
//aply force on the object
int randomValue = ((arc4random() % 5) *-1);
b2Vec2 force = b2Vec2(0,randomValue);
_spaceObjectBody ->ApplyLinearImpulse(force, _spaceObjectBody->GetPosition());
}
init method that contains the body creations and definitions
-(id) init
{
if( (self=[super init])) {
CGSize s = [CCDirector sharedDirector].winSize;
//create spaceShip sprite and add it to the layer
_ship = [CCSprite spriteWithFile:#"theShip.gif" ];
_ship.position = ccp(s.width/2, 1.25*_ship.contentSize.height);
[self addChild:_ship];
//create the world
b2Vec2 gravity = b2Vec2_zero;
_world = new b2World(gravity);
//create ship body
b2BodyDef shipBodyDef;
shipBodyDef.type = b2_dynamicBody;
shipBodyDef.position.Set((s.width/2)/PTM_RATIO, (1.25*_ship.contentSize.height)/PTM_RATIO);
shipBodyDef.userData = _ship;
if(_shipBody == NULL){
_shipBody =_world->CreateBody(&shipBodyDef);
}
//create ship shape
b2PolygonShape shipShape;
shipShape.SetAsBox(_ship.contentSize.width/PTM_RATIO/2, _ship.contentSize.height/PTM_RATIO/2);
//create Ship definition and add to body
b2FixtureDef ShipShapeDef;
ShipShapeDef.shape = &shipShape;
ShipShapeDef.density = 3;
ShipShapeDef.friction =0;
ShipShapeDef.restitution =0;
_shipFixture = _shipBody->CreateFixture(&ShipShapeDef);
//make the paddles
//bottom left one
_paddle1 = [CCSprite spriteWithFile:#"spritePaddle.jpeg"];
int bottomOfScreenX = 0 + _paddle1.contentSize.width/2;
int bottomOfScreenY = 0+_paddle1.contentSize.height/2;
_paddle1.position = ccp(bottomOfScreenX,bottomOfScreenY);
[self addChild:_paddle1];
//bottom right one
_paddle2 = [CCSprite spriteWithFile:#"spritePaddle.jpeg"];
int bottomRightOfScreenX = s.width - _paddle2.contentSize.width/2;
_paddle2.position = ccp(bottomRightOfScreenX, bottomOfScreenY);
[self addChild:_paddle2];
//continuously spawn spaceObjects
[self schedule:#selector(gameLogic:) interval:1];
// enable events
self.touchEnabled = YES;
// init physics
[self schedule:#selector(tick:)];
}
return self;
}
-(void)tick:(ccTime) delta
{//this method is to simulate physics and to test for the position of where objects should be if force has been applied to them
_world->Step(delta, 8, 8);
for (b2Body *b=_world->GetBodyList(); b; b=b->GetNext()){
if (b->GetUserData() != NULL){
CCSprite *shipData = (CCSprite *)b->GetUserData();
shipData.position = ccp(b->GetPosition().x *PTM_RATIO, b->GetPosition().y *PTM_RATIO);
}
}
}
The paddles to move the ship are touched logic
-(void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
//Set up a way for touches to be turned into locations onscreen
NSSet *allTouches = [event allTouches];
UITouch *touch = [allTouches anyObject];
CGPoint location = [touch locationInView:[touch view]];
location = [[CCDirector sharedDirector] convertToGL:location ];
//check to see if Left Paddle is being pressed
if (CGRectContainsPoint([_paddle1 boundingBox], location)){
b2Vec2 force = b2Vec2(-5,0);
_shipBody->ApplyLinearImpulse(force, _shipBody ->GetPosition());
}
if (CGRectContainsPoint([_paddle2 boundingBox], location)){
b2Vec2 force = b2Vec2(5,0);
_shipBody->ApplyLinearImpulse(force, _shipBody->GetPosition());
}
}
The paddle box is no longer being touched logic
-(void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
_world->DestroyBody(_shipBody);
}
-(void) dealloc
{
delete _world;
_world = NULL;
[super dealloc];
}
#end
Destroying the body to end the movement of it is not the best solution. You should only remove the body if you really don't want it to be part of the simulation any more.
There are several options for stopping the body's movement:
1 - Set its linear velocity to 0. This will bring it to an immediate stop. If something else is pushing on it (e.g. contact wit body), you will have to decide what to do.
body->SetLinearVelocity(b2Vec2(0,0)));
2 - Set its linear/angular damping to 0. This will dissipate the momentum it has so it will slowly stop. The factor you use should be greater than 0. The body will come to a halt more quickly with larger values and it will be resistant to movement from other bodies (if they bump it, it will slow down and stop again). Remember to turn the linear/angular damping back to 0 when you want the body to start moving.
body->SetLinearDamping(0.2);
body->SetAngularDamping(0.2);
3 - Give it a target position to seek to and set the position as the place you want it to be. This is basically a feedback control loop where you are applying a force to get it to move towards where you want the body to stay. It can be used to make a body follow paths, etc. The code below is part of a larger code base (you can see it here), but you should be able to get the general idea. This function applies thrust to the object so that it pushes towards a target.
void MovingEntity::ApplyThrust()
{
// Get the distance to the target.
b2Vec2 toTarget = GetTargetPos() - GetBody()->GetWorldCenter();
toTarget.Normalize();
b2Vec2 desiredVel = GetMaxSpeed()*toTarget;
b2Vec2 currentVel = GetBody()->GetLinearVelocity();
b2Vec2 thrust = GetMaxLinearAcceleration()*(desiredVel - currentVel);
GetBody()->ApplyForceToCenter(thrust);
}

Cocos2s: get CCSprite position while animating before reaching the destination

I have a CCSprite that is being subjected to a position animation. It is animating perfectly.
At some point of time, between starting the animation and reaching the final position, I want to get the exact position of the CCSprite
I know that the sprite.position will return the final position
Here is the animation code:
sprite = [CCSprite spriteWithFile:#"sprite.png"];
[sprite setPosition:ccp(winSize.width/2, 170)];
[self addChild:sprite];
CCMoveTo *moveSpriteUp = [CCMoveTo actionWithDuration:2.0 position:ccp(winSize.width/2, 210)];
CCEaseOut *upEase = [CCEaseOut actionWithAction:moveSpriteUp rate:2];
CCMoveTo *moveSpriteDown = [CCMoveTo actionWithDuration:2.0 position:ccp(winSize.width/2, 170)];
CCEaseOut *downEase = [CCEaseOut actionWithAction:moveSpriteDown rate:2];
CCSequence * spriteMoveSeq = [CCSequence actions:upEase, downEase, nil];
CCRepeatForever *spriteRepeat = [CCRepeatForever actionWithAction:spriteMoveSeq];
[sprite runAction:spriteRepeat];
//1 or 1.x seconds later, the sprite's Y postion will be somewhere between 170 and 210, this is what I want to catch
Any way I can do this?
What about CCDelayTime + CCCallFunc? Something like.-
CCDelayTime *delay = [CCDelayTime actionWithDuration:kDelay];
CCCallFunc *func = [CCCallFunc actionWithTarget:self selector:#selector(getSpritePosition)];
[sprite runAction:spriteRepeat];
[self runAction:[CCSequence actionOne:delay two:func]];
In getSpritePosition you could get the sprite position (assuming sprite is accessible from your scene scope), and do whatever you need with it.

Touch accuracy of ccmenuitem is lower when it is placed adjacent to screen edge

When I tried to build and run my game(based on Cocos2d 1.0.1, built in Xcode 4.5 with iOS 6.0 SDK) on iTouch 5, I found the CCMenuItems do not behave normally: when the menuitem is adjacent to screen edge, the edge border seems not so easy to be tapped inside to respond the touch event(Sorry for my poor expression).
To demonstrate the problem, I wrote a demo app with Xcode 4.3 using Cocos2d template and just modify the HelloWorldLayer's init method, and the phenomenon still happens. The code is below:
-(void) init
{
// always call "super" init
// Apple recommends to re-assign "self" with the "super" return value
if( (self=[super init])) {
CCLayerColor *cl = [CCLayerColor layerWithColor:ccc4(ccWHITE.r, ccWHITE.g, ccWHITE.b, 255)];
[self addChild:cl];
// create and initialize a Label
CCLabelTTF *label = [CCLabelTTF labelWithString:#"Hello World" fontName:#"Marker Felt" fontSize:64];
// ask director the the window size
CGSize size = [[CCDirector sharedDirector] winSize];
// position the label on the center of the screen
label.position = ccp( size.width /2 , size.height/2 );
// add the label as a child to this Layer
[self addChild: label];
float width = 160;
CCSprite *sp1 = [CCSprite node];
[sp1 setContentSize:CGSizeMake(width, width)];
[sp1 setTextureRect:CGRectMake(0, 0, width, width)];
[sp1 setColor:ccc3(0xff, 0xff, 0)];
CCSprite *sp2 = [CCSprite node];
[sp2 setContentSize:CGSizeMake(width, width)];
[sp2 setTextureRect:CGRectMake(0, 0, width, width)];
[sp2 setColor:ccc3(0, 0, 0xff)];
CCMenuItemSprite *button = [CCMenuItemSprite itemFromNormalSprite:sp1 selectedSprite:sp2 target:nil selector:nil];
CCMenu *menu = [CCMenu menuWithItems:button, nil];
[self addChild:menu];
menu.position = ccp(0, 0);
button.anchorPoint = ccp(1, 1);
button.position = ccp([[CCDirector sharedDirector] winSize].width,
[[CCDirector sharedDirector] winSize].height);
}
return self;
}
I looked all over the internet and had no luck, wonder someone can help me with that. Many Thanks!
Just a few hunches:
Refrain from setting the sprites contentSizes. They should be set automatically, and may be used by CCMenu.
Make sure you don't change position or anchorPoint of CCMenuItem. Don't change anchorPoint of CCMenu either. This will mess up touch detection. Only use position property of CCMenu.
Make sure no other touch code elsewhere in your project interferes and may be swallowing touches. Gesture Recognizers can also cause CCMenu to misbehave.
If you want to freely position your menu items, make sure to wrap each in a CCMenu node. Then you can position the item via the menu.

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