CCRepeatForever doesn't exists in cocos2d-iphone 3.0? - cocos2d-iphone

Im trying to create sprite animation in cocos2d 3.0.
In all tutorials that i read there is a class named CCRepeatForever. But in cocos 3.0 it doesn't exists anymore. How can i replace it?
This is my code:
self.walkAction = [CCRepeatForever actionWithAction: [CCAnimate actionWithAnimation:walkAnim]];
PS Sorry for my english.

The class is now named CCActionRepeatForever.
Replace it with:
[CCActionRepeatForever actionWithAction:[CCAnimate actionWithAnimation:walkAnim]];

Related

how to create menu using a sprite sheet in cocos2d-x

I just started learning cocos2d-x.
I am trying to create menu using sprite sheet, below:
CCSpriteFrameCache::sharedSpriteFrameCache()>addSpriteFramesWithFile("my_menu.plist");
CCMenuItem *play = CCMenuItemImage::create("play.png", NULL,NULL,this , menu_selector(StartScene::clickStart));
CCMenu *pMenu = CCMenu::create(play,NULL);
addChild(pMenu);
I got error message:
get data from file (play.png) failed.
I realise something wrong with my create function. I am just wondering how to get the image from sharedSpriteFrameCache?
OK, I just figure it out:
CCMenuItemSprite *play = CCMenuItemSprite::create(CCSprite::createWithSpriteFrameName("play.png"), NULL,NULL,this ,menu_selector(StartScene::clickStart));
spriteWithSpriteFrameName is deprecated, instead, we can use:
CCSprite::createWithSpriteFrameName();
u need to take the plist file in a ccspritebatchnode object and manipulate it using this object.
CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNode batchNodeWithFile:#"AnimBear.png"];
[self addChild:spriteSheet];

Cocos2d - retina images not displaying

Simply trying to test retina display. I setup the director like this:
CCDirectorIOS* director = (CCDirectorIOS*)[CCDirector sharedDirector];
director.wantsFullScreenLayout = NO;
director.projection = kCCDirectorProjection2D;
director.animationInterval = 1.0 / 60.0;
director.displayStats = YES;
[director enableRetinaDisplay:YES];
I create two versions of the file in Photoshop - outline-hd.png and outline.png. I color the HD version red so I can tell if it's being displayed.
Display code:
CCSprite *border = [CCSprite spriteWithFile:#"outline.png"];
[self addChild:border];
Yet it is the non-hd image that gets displayed on my iPhone5. Why?
I came across this question while trying to solve the exact same problem in my own project. Had to dig around in the cocos2d source to figure it out. The problem is that the director's enableRetinaDisplay:YES method doesn't work unless the director's view is set. So, it needs to be called after the glView is set up, and you've called setView on the director:
CCGLView *glView = [CCGLView viewWithFrame:aFrame
pixelFormat:kEAGLColorFormatRGBA8
depthFormat:0
preserveBackbuffer:NO
sharegroup:nil
multiSampling:NO
numberOfSamples:0];
[[CCDirector sharedDirector] setView:glView];
NSLog(#"glView is set, enable retina...");
[[CCDirector sharedDirector] enableRetinaDisplay:YES];
This should fix the problem for you!
May be you forgot:
CCFileUtils *sharedFileUtils = [CCFileUtils sharedFileUtils];
[sharedFileUtils setEnableFallbackSuffixes:NO];
[sharedFileUtils setiPhoneRetinaDisplaySuffix:#"-hd"];

How does cocos2d use fps_images.png?

Can someone explain to me how cocos2d uses png as a font?
I would like to do something similar as my font only contains numbers.
if you do a global search on the string fps_images.png , your IDE should take you real close to the following lines in cocos CCDirector class (version 2.0) :
FPSLabel_ = [[CCLabelAtlas alloc] initWithString:#"00.0" charMapFile:#"fps_images.png" itemWidth:12 itemHeight:32 startCharMap:'.'];
SPFLabel_ = [[CCLabelAtlas alloc] initWithString:#"0.000" charMapFile:#"fps_images.png" itemWidth:12 itemHeight:32 startCharMap:'.'];
drawsLabel_ = [[CCLabelAtlas alloc] initWithString:#"000" charMapFile:#"fps_images.png" itemWidth:12 itemHeight:32 startCharMap:'.'];
then look up CCLabelAtlas. Your image must be for a fixed width font.
If you want to reuse the same image included to make something other than the FPS display the following code should work:
CCLabelAtlas *scoreLabel = [[CCLabelAtlas alloc] initWithString:#"00.0" charMapFile:#"fps_images.png" itemWidth:12 itemHeight:32 startCharMap:'.'];
Then to set it to the numbers you want something like this works:
[scoreLabel setString:[NSString stringWithFormat:#"%d", (int)score]];

CCRepeatForever Error

I've got a problem in my current game.
I'm trying to move a sprite based on the movement of a other physic body, for a map. This is my code:
...
NSMutableArray *mapObjetcs = [[[NSMutableArray alloc]init]autorelease];
[mapObjetcs addObject:swordman];
[mapObjetcs addObject:icon];
CCCallFuncND* iconMap = [CCCallFuncND actionWithTarget:self selector:#selector(mapLoc:mapObj:) data:mapObjetcs];
CCSequence* iconMapSequence = [CCSequence actions:[CCDelayTime actionWithDuration:1.0f/60.0f], iconMap, nil];;
CCRepeatForever* iconRef = [CCRepeatForever actionWithAction:iconMapSequence];
[self runAction:iconRef];
}
-(void) mapLoc:(ccTime)delta mapObj:(NSMutableArray*)mapObj
{
GB2Sprite *swordmanTemp = (GB2Sprite*)[mapObj objectAtIndex:0];
CCSprite *iconTemp = (CCSprite*)[mapObj objectAtIndex:1];
CGPoint swordmanPos = [swordmanTemp ccPosition];
float pos = (swordmanPos.x/convFactor)+65;
iconTemp.position = ccp(pos, 290);
}
Every time i run the code with the CCRepeatForever the games freezes, if i run the code without the CCRepeatForever the game run grat but dont refresh the icon in map.
Can anybody help me??? Thanks
Its a problem with running CCRepeatForever on layer itself.. Ofcourse it will freeze the game.. You can try for alternate solution I guess.. Instead of using a separate CCRepeatForever loop, use the update method of your layer.. As its already doing same thing that you want to do with your own action..
Another solution is make a same CCRepeatForever for your icon sprite.. and in its CCCallFuncND take the position of other object....
Hope this helps.. Try yourself.. If it doesn't work.. I'll try 2 give you code... Don't run CCRepeatForever Loop on your layer itself.. :)
To avoud such actions you can simply schedule some method with needed interval. smth like
[self schedule: #selector(methodToBeCalled) interval: intervalInSeconds];
just don't forget to unschedule it later

Cocos2D 0.99.5 CCDirector pixel format?

I'm trying to set the pixel format in my CCDirector but i can't find the method.
It seems to me that my version of cocos2d doesn't have that method??
Strange
In your app delegate, look for this line:
EAGLView *glView = [EAGLView viewWithFrame:[window bounds]
pixelFormat:kEAGLColorFormatRGB565 // kEAGLColorFormatRGBA8
depthFormat:0 // GL_DEPTH_COMPONENT16_OES
];
or search for
EAGLView *glView
and you will find it..