How can I connect theses two sprites? But not a joint where it moves but a solid connection where both of them stay together? Thank you :)
cart = [CCSprite spriteWithImageNamed:#"bottomCart.png"];
cart.position = ccp(self.contentSize.width/2, self.contentSize.height/3);
cart.physicsBody = [CCPhysicsBody bodyWithRect:(CGRect){CGPointZero, cart.contentSize} cornerRadius:0];
cart.physicsBody.collisionGroup = #"cartGroup";
cart.physicsBody.collisionType = #"cartCollision";
cart.physicsBody.type = CCPhysicsBodyTypeDynamic;
[_physicsWorld addChild:cart];
wheel1 = [CCSprite spriteWithImageNamed:#"blackball.png"];
wheel1.position = ccp(self.contentSize.width/2, self.contentSize.height/3);
wheel1.physicsBody = [CCPhysicsBody bodyWithCircleOfRadius:wheel1.contentSize.width/2.0f andCenter:wheel1.anchorPointInPoints];
wheel1.physicsBody.collisionGroup = #"cartGroup";
wheel1.physicsBody.collisionType = #"cartCollision";
wheel1.physicsBody.type = CCPhysicsBodyTypeDynamic;
[_physicsWorld addChild:wheel1];
Actually a joint is what you need.
You have to use something that is called a pin joint : CCPhysicsJoint.
Using a pin joint you connect two CCPhysicsBody objects in one single point.
In this use case though, unless you had a very good reason I would not use physics for the wheel at all. I would define the wheel to be a child of the cart and apply a CCActionRepeatForever + CCActionRotate combo on it to make it rotate.
For the physics to still hold up with the wheel I would define a larger polygon as a physics body on the parent cart with a visual tool like SpriteBuilder.
Related
In Cocos2D-x, CCNode class provides "skewX" & "skewY" to let me do some distortion of the sprite, however, I fail to find similar mapping in SKNode of SpriteKit.
My game uses Flash to port skeleton animations, in which the configs of positioning, scaling, rotation and shearing of sprites would be decomposed into game-engine's digestive. Except shearing, all other configs do have solutions to be done in SpriteKit.
You can achieve a skew affect using a CGAffineTransform, CoreImage filter and an SKEffectNode
let transform = CGAffineTransform(a: 1, b: 0.1, c: -0.3, d: 1, tx: 0, ty: 0)
let transformValue = NSValue(cgAffineTransform: transform)
let transformFilter = CIFilter(name: "CIAffineTransform")!
transformFilter.setValue(transformValue, forKey: "inputTransform")
let effectNode = SKEffectNode()
effectNode.addChild(sprite) // <-- Add sprite to effect node
effectNode.filter = transformFilter
effectNode.shouldRasterize = true
effectNode.shouldEnableEffects = true
No you can't.
SKNode doesn't have skew* properties. And SKShader allows to use only fragment shader. It means you can change the color of each pixel whatever you want, but you can't change the shape of a sprite.
So I recommend you to use Cocos2d-Swift, Cocos2d-x or so on instead of SpriteKit.
Another option is UIView. You can use the matrix from Adobe Flash to UIView via CALayer transform.
Cocos2d-android - I have an animation which has 5 Frames. which will rolling in position. how to make the button rolling like a globe.
I don't know if it can be done like menuitem, but you can make a sprite with forever action(animation of yours 5 frames)and in ccTouchesBegan/ccTouchesEnded you add code to go to another scene or for do an another function after touching on your sprite.
`private CCSprite animatedButton; // Make your sprite visible at begin of your class/layer.`
`animatedButton = CCSprite.sprite("yourImage.png");
CCAnimation buttonAnimation = CCAnimation.animation("", 1f);
buttonAnimation.addFrame("1.png");
buttonAnimation.addFrame("2.png");
addChild(animatedButton, 1);
CCIntervalAction buttonAction = CCAnimate.action(duration, buttonAnimation, false);
animatedButton.runAction(CCRepeatForever.action(buttonAction));
`
Now should be your button(CCSprite) animating. I didnt tried code. And now you just find out in ccTouchesBegan or ccTouchesEnded if your button was touched. If yes, you could do what you want. :)
`if(animatedButton.getBoundingBox.contains(x,y)){
CCScene scene = GameLayer.scene();
CCDirector.sharedDirector().replaceScene(scene);
}`
X and y are coordinates of touch;
You can add animations to menuitem. Like this
CCMenuItem button=CCMenuItemImage.item(image, image, this, "label");
button.setScaleX((winSize.width/8.0f)/image.getTexture().getWidth());
button.setScaleY((winSize.height/8.0f)/image.getTexture().getHeight());
button.setPosition(winSize.width/2,winSize.height+50);
CCAction actionMove42=CCSequence.actions(CCDelayTime.action(0.3f), CCEaseBackOut.action(CCMoveTo.action(1.0f, CGPoint.ccp(0,0))));
button.runAction(actionMove42);
i'm newbie to both cocos2d and box2d and i've been struggling for two days with this problem : i have a scene with many sprites dropping down (with bodies attached to them). and i have a BackgroundLayer from which i add my background image into the scene (which is not involded into the physics simulation). In my backgroundLayer i'm trying to perform an action on a sprite :
(it blink in the first position and jump directly to the end position )
id flyBubble = [CCEaseInOut actionWithAction:[CCMoveTo actionWithDuration:0.7 position:randomEndPosition]];
but my sprite doesn't respond at all to this action!! my sprite doesn't have any b2body attached and seems like it respond to the tick: method of the physics world (which is in my Main Scene). How can i perform an action to a sprite that doesn't have a b2body attached.
any help would be appreciated!!! thanks
here is the entire code :
CCSprite *bubble = [CCSprite spriteWithFile:#"bubble.png"];
[self addChild:bubble];
CGPoint startPosition = ccp(100, 100);
bubble.position = startPosition;
CGPoint endPosition = ccp(400, 400);
id flyBubble = [CCEaseInOut actionWithAction:[CCMoveTo actionWithDuration:0.7 position:randomEndPosition]];
id remove = [CCCallBlockN actionWithBlock:^(CCNode *node) {
[self removeFruit:(CCSprite *)node];
}];
[bubble runAction:[CCSequence actions:flyBubble, remove, nil]];
I guess source and destination position of sprite is same. So no difference in action.
try like this..
sprite.position = ccp(0,0);
id flyBubble = [CCMoveTo actionWithDuration:0.7 position:randomEndPosition];
[sprite runAction:flyBubble];
i did a little mistake that costs me lot of times. it was in this line of code
id flyBubble = [CCEaseInOut actionWithAction:[CCMoveTo actionWithDuration:0.7 position:randomEndPosition]];
CCEaseInOut doesn't work i don't know why!! when i used CCEaseExponentialInOut it worked perfectly.
Thanks anyway!
after few headaches i figured out that using CCSpriteBatchNode with cocos2d olny allows to z-order sprites added to it as child (which is obvious, now i see..)
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"token_default.plist"];
CCSpriteBatchNode *tokenSpriteSheet = [CCSpriteBatchNode batchNodeWithFile:#"token_default.png"];
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"objects_default.plist"];
CCSpriteBatchNode *objectsSpriteSheet = [CCSpriteBatchNode batchNodeWithFile:#"objects_default.png"];
CCSprite *token = [[[CCSprite alloc] initWithSpriteFrameName:#"token_SE.png"] autorelease];
[token setPosition:tokenSpawnPoint];
CCSprite *enemy = [[[CCSprite alloc] initWithSpriteFrameName:#"token_blak_SE.png"] autorelease];
[enemy setPosition:enemySpawnPoint];
CCSprite *houseA = [[[CCSprite alloc] initWithSpriteFrameName:#"house_small.png"] autorelease];
[houseA setPosition:[self randomHousePosition]];
CCSprite *houseB = [[[CCSprite alloc] initWithSpriteFrameName:#"house_big.png"] autorelease];
[houseB setPosition:[self randomHousePosition]];
[tokenSpriteSheet addChild:token];
[tokenSpriteSheet addChild:enemy];
[objectsSpriteSheet addChild:houseA];
[objectsSpriteSheet addChild:houseB];
and since i have to add them to the display list as follows..
[_isoMap addChild:objectsSpriteSheet];
[_isoMap addChild:tokenSpriteSheet];
there is no way i can change the z-order of single tokens between other houses...
they will be always rendered over the house until i change the order of these batch nodes
btw, i can "merge" all sprites' arts in one big single batch node... doing so it became possible to order sprites using sprite's coordinates
[fullSpriteSheet reorderChild:token z:token.position.y];
i'm a little stuck with it...... is there a way to achieve that, having different sprite bacth nodes? or is possible to programmatically merge two batchnodes? (or something like that)
i found KnightFight, a really interesting open project on github by LozArcher.. he used CCSpriteFrame and CCSprite's setDisplayFrame method, instead of batch nodes... but i can't run it since it seems to be an older version of cocos2d (apparently not working with xcode 4)
i found out that changing the vertexZ property of a CCNode (like a CCSprite) it actually changes its Z position (so it will be slightly bigger/smaller, and also translated)
so, in order to arrange on z-index CCSprites with different spriteSheet i had to use reorderChild method (to just change the rendering order) and mostly i need NOT TO USE CCSpriteBatchNode..
after a little refactoring of the above example, i should have:
CCSprite *token = [CCSprite spriteWithSpriteFrameName:#"token_SE.png"];
[token setPosition:tokenSpawnPoint];
CCSprite *enemy = [CCSprite spriteWithSpriteFrameName:#"token_blak_SE.png"];
[enemy setPosition:enemySpawnPoint];
CCSprite *houseA = [CCSprite spriteWithSpriteFrameName:#"house_small.png"];
[houseA setPosition:[self randomHousePosition]];
CCSprite *houseB = [CCSprite spriteWithSpriteFrameName:#"house_big.png"];
[houseB setPosition:[self randomHousePosition]];
[_isoMap addChild:token];
[_isoMap addChild:enemy];
[_isoMap addChild:houseA];
[_isoMap addChild:houseB];
i also added each sprite to a NSMutableArray
and then in a for loop (inside the update scheduled method):
CCSprite *sprite = [mySpritesArray objectAtIndex:i];
[_isoMap reorderChild:sprite z:(_isoMap.mapSize.height - sprite.y)];
hope this could help someone :)
I still think that is not better solution,
if your objects on map are moving dynamically, you can still stuck in z order issues.
I know its very old post, and people keep coming here by google search,
so I am posting solution here.
float lowestZ = tilemap.map.width +tilemap.map.height ;
float currentZ = self.gridLocation.x + self.gridLocation.y ;
int zOrderDecided = lowestZ + currentZ - 1 ;
[self.parent reorderChild:self z:zOrderDecided];
Set the Sprites Z order to it's Y position on the map. Reorder your dynamic sprites in an update loop. Calculate the Z order using the Sprites current Y position and the visible height of the map.
void LocalGameController::SetZOrderForObject(cocos2d::Sprite *object){
int objectZOrder = visibleSize.height - object->getPositionY();
context->reorderChild(object, objectZOrder);
}
I need to move a sprite from one CGPoint to another using Cocos2d for the Iphone. The problem is that the animation should be along a bezier.
Basically I would use this :
id move = [CCMoveTo actionWithDuration:.5f position:ccp(100,200)];
[sprite runAction:move];
Now how can I do this in a non linear path ?
Try this
ccBezierConfig bezier;
bezier.controlPoint_1 = ccp(0, s.height/2);
bezier.controlPoint_2 = ccp(300, -s.height/2);
bezier.endPosition = ccp(300,100);
id bezierForward = [CCBezierBy actionWithDuration:3 bezier:bezier];
Well, actually I was once again too fast seeking for help.
Found the solution, there is a method : CCBezierTo