Sprite Kit Physics: NSArray Objects - nsarray

Hi I have the below code with multiple items in an array but my concern is how can I apply physics property on each array objects? I meant the physics properties in Sprite kit.
- (void) ItemMakerEnemy {
myArray = [[NSArray alloc] initWithObjects:#"water", #"door", #"car", #"mypapers", nil];
NSUInteger arraypicker = arc4random() % [myArray count];
for (int i=0; i < arraypicker; ++i) {
NSString *d1 = [myArray objectAtIndex:i];
sprites = [SKSpriteNode spriteNodeWithImageNamed:d1];
sprites.xScale = 0.22;
sprites.yScale = 0.22;
sprites.position = CGPointMake(ScalarRandomRange(sprites.size.width/2 + sprites.size.height, 200), self.size.height*2);
[self addChild:sprites];
}
}

You can use another array which specifies the physics body.
For example if you are using level editors like Tiled it is common to have different layers. First layer specifies the images (tiles), second layer if the elements reacts on collisions, ...
Another possibility is to implement a big if then else statement which adds the physics properties depending on the elements of your array

Related

Sprite not drawing/appearing on screen, Cocos2d

I'v got trouble getting my sprite to appear on screen using my current method. I got multiple sprites on the screen already, but I'v added this new one in a different manner as I'm going to manipulate it later on (handling different interactions and such). But I don't see why it doesn't appear on the screen when I run the program. I'v tried changing the z order without luck, but that might be because the sprite wasn't added in the init method like the others so the z order doesn't affect it in comparison to the background and such created in the init method. Anyways, got any clue for why it won't draw on screen?
- (void) addMonster {
CCSprite * monster = [CCSprite spriteWithImageNamed:#"Ghost.png"];
// Determine where to spawn the monster along the Y axis
CGSize viewSize = [CCDirector sharedDirector].viewSize;
int minY = monster.contentSize.height / 2;
int maxY = viewSize.height - monster.contentSize.height/2;
int rangeY = maxY - minY;
int actualY = (arc4random() % rangeY) + minY;
// Create the monster slightly off-screen along the right edge,
// and along a random position along the Y axis as calculated above
monster.position = ccp(viewSize.width + monster.contentSize.width/2, actualY);
[self addChild:monster];
// Determine speed of the monster
int minDuration = 2.0;
int maxDuration = 4.0;
int rangeDuration = maxDuration - minDuration;
int actualDuration = (arc4random() % rangeDuration) + minDuration;
// Create the actions
CCActionMoveTo * actionMove = [CCActionMoveTo actionWithDuration:actualDuration
position:ccp(-monster.contentSize.width/2, actualY)];
CCActionCallBlock * actionMoveDone = [CCActionCallBlock actionWithBlock:^(CCNode *node) {
[monster removeFromParentAndCleanup:YES];
}];
[monster runAction:[CCActionSequence actions:actionMove, actionMoveDone, nil]];
}
//The call back function
-(void)gameLogic:(CCTime)dt {
[self addMonster];
}
- (id)init{
// Apple recommend assigning self with supers return value
self = [super init];
if (!self) return(nil);
if( (self = [super init]) ) {
self.userInteractionEnabled = YES;
//How often a new ghost gets produced
[self schedule:#selector(gameLogic:) interval:1.0];
//And some more code none relevant to this keeps going...
I am having the same problem.
The sprites i add do appear, but when i leave the scene and come back, they won't appear. As far as i know sprites needs to be added in the init method. When you add them at a later stage (in my case) they appear only once.
I am still looking for a solution to add the sprites at a later stage than the init method and appears more than once.
Maybe this answer helps you finding a solution.

Removing random object from parent CCSprite

probably this is a simple problem to solve, since I'm quite new.
I have a scene with a waiter holding a tray of food
(the food is a random CCSprite choosen from an array)
each time he comes onscreen he holds a new piece of food
(the user touches the food and the waiter walks off to return
again with a new piece of food
however I cant seem to delete the old peice of food from the screen
as it says the child is already added...
any help would be great
-(id) init
{
///other code then...
waiterOnSCreen
= [CCSprite spriteWithSpriteFrameName:#"CatUP.png"];
waiterOnSCreen.position = ccp(CatOffSCreenPosX, catXpos);
[self addChild:waiterOnSCreen z:0];
//moving the waiter
// the random food sprite is added later to the waiter
// [waiterOnSCreen addChild:myRandomSprite];
}
-(void)LoadRandomFood
{
///I make my array here then and add CCSprites
RandomFood = [[NSMutableArray alloc]initWithObjects:
//cake,
RandomMuffin,
RandomMeat,
RandomCake,//
nil];//
int i = 0;
int count= [RandomFood count];
if (i < count)
{
int i = arc4random() % [RandomFood count];
myRandomSprite = (CCSprite *)[RandomFood objectAtIndex:i];
//waiterOnSCreen is a CCSprite added on the init
[waiterOnSCreen addChild:myRandomSprite];
myRandomSprite.position=ccp(290,220);
myRandomSprite.tag = RandomFoodTag;
}
}
later
in if(CGRectContainsPoint(waiterOnSCreen.boundingBox, location))
{
//trying to remove the food here
//Ive already tried to remove the sprite using
[self removeChildByTag:RandomeObjectTag];
//and also
CCSprite *wantedSprite = (CCSprite *)[self getChildByTag:RandomFoodTag];
[wantedSprite removeFromParentAndCleanup:YES];
}
}
Im guessing its also crashing 'child already added. It can't be added again'
as its trying to add RandomMuffin,RandomMeat,RandomCake, again
im not too sure how to fix that.
You shouldn't need to create another array just to delete a sprite. If you can provide a more complete picture of your project I would be happy to review it. Can you post the entire code file where you are doing your work? Or multiple files? On inspecting some of your samples further a few concerns in LoadRandomFood you are allocating an NSMutableArray without checking if RandomFood already has a value.
Something like this would be safer though note I am just doing a sanity check here. It would be more efficient to just fill in RandomFood once on init or elsewhere that is not going to be executed constantly.
-(void)LoadRandomFood
{
if (RandomFood)
{
[RandomFood release];
}
///I make my array here then and add CCSprites
RandomFood = [[NSMutableArray alloc]initWithObjects:
//cake,
RandomMuffin,
RandomMeat,
RandomCake,//
nil];//
int i = 0;
int count= [RandomFood count];
if (i < count)
{
int i = arc4random() % [RandomFood count];
myRandomSprite = (CCSprite *)[RandomFood objectAtIndex:i];
//waiterOnSCreen is a CCSprite added on the init
[waiterOnSCreen addChild:myRandomSprite];
myRandomSprite.position=ccp(290,220);
myRandomSprite.tag = RandomFoodTag;
}
}
In the case of the crash when adding a sprite are you sure the removeChildByTag call is being executed? Is it possible you are re-assigning the tag to a new sprite before deleting the old one? Have you stepped through the logic in the debugger? Again it would help to see a more complete code file here.
I had to make another array to access the sprite and delete it
NSMutableArray *_buffer = [NSMutableArray new];
[_buffer insertObject:myRandomSprite atIndex:0];
CCSprite *sprite = (CCSprite *)[_buffer objectAtIndex:0];
[sprite removeFromParentAndCleanup:YES];

sprite kit nodes do not removeFromParent

hi there I am making a game with Sprite Kit and I have a method which has a NSArray, a for loop and some SKACTIONS. Now, this array has 7 items. the for loop randomly picks up one of the array's content and shows on the screen and using SKActions, that item scales down and another scales up. however, at the bottom of the similuator, it shows that numbers of nodes keep piling up. for example, if one sprite appears, instead of 1 node, 4 nodes shows as the number of nodes at the bottom of Simulator's screen. What do you think might be wrong here?
here is my code.
-(void) ItemMakerMe {
myArray = [[NSMutableArray alloc] initWithObjects:#"item1", #"item2", #"item3", #"item4", #"item5", #"item6", #"MyNull", nil];
NSUInteger arraypicker = arc4random() % [myArray count];
for (int i=0; i < arraypicker; ++i) {
NSString *d1 = [myArray objectAtIndex:i];
sprites = [SKSpriteNode spriteNodeWithImageNamed:d1];
sprites.name = #"items";
sprites.position = CGPointMake(ScalarRandomRange(0, self.size.width/2), ScalarRandomRange(0, self.size.height/2));
sprites.xScale = 0;
sprites.yScale = 0;
[self addChild:sprites];
}
}
-(void) OneItemONLY {
SKAction *appear = [SKAction scaleTo:0.19 duration:0.5];
SKAction *waiter = [SKAction waitForDuration:0.5];
SKAction *scaleDown = [SKAction scaleTo:0.0 duration:0.5];
SKAction *remover = [SKAction removeFromParent];
[sprites runAction:[SKAction sequence:#[appear, waiter, scaleDown, remover]]];
}
Also in the init method I run it like this:
[self runAction:[SKAction repeatActionForever:[SKAction sequence:#[[SKAction performSelector:#selector(ItemMakerMe) onTarget:self],
[SKAction waitForDuration:2.0]]]]];
[self runAction:[SKAction repeatActionForever:[SKAction sequence:#[[SKAction performSelector:#selector(OneItemONLY) onTarget:self],
[SKAction waitForDuration:2.0]]]]];
if I understood correctly, I believe that the for loop runs the action of the last node of i value but still adds the other sprites before the loop ends.
I.E: Lets say the arraypicker has a value of 4, then the for-loop will then select the NSString from the array, initialize the sprites object with the image, name, position, etc and then it is added to self's children, this repeats 4 times but only the last added instance of sprites will have the image you want and will run the actions.
What I mean is that if you only want to select a random value from the array, and set its properties maybe you could remove the for-loop.
Summary: [self addChild:sprites] is adding the same object i times and is causing an increment of nodes.

Reading sprites from a NSMutableArray to detect collision

I am adding sprites to a NSMutableArray like this:
NSMutableArray * movableSprites;
NSString *image = [images objectAtIndex:3];
CCSprite *sprite = [CCSprite spriteWithFile:image];
sprite.position = ccp(AREA_A2_X2 - (i * 56), AREA_A3A5A4_Y);
[self addChild:sprite];
[movableSprites addObject:sprite];
So far so good.
Now I am trying to detect collisions among them. The user is able to move the sprites around, but I want the sprites to be blocked by one another.
So, when I am working on the translation of them I want it to happen there. By the way, is it the best place to go for a collision detection?
- (void)panForTranslation:(CGPoint)translation {
if (selSprite) {
I intent to do the following in a loop:
CGRect rect1 = [SpriteUtilities positionRect:selSprite];
CGRect rect2 = [SpriteUtilities positionRect:EVERY_OTHER_SPRITE];
if (!CGRectIsNull(CGRectIntersection(rect1, rect2))) {
//handle collision
}
The thing is... I didn't find a NSMutableArray method to retrieve the sprite object.
Thank you for your help.
Ok... after a few more reading I got into this:
CCSprite *toCollide;
for (int i = 0; i < [movableSprites count]; i++){
toCollide = [movableSprites objectAtIndex:i];
...
Thanks anyway!! Hope it helps somebody else!

Cocos2d Kobold2d reorderChildren doesn't order CCSprites properly

I am having an issue in Kobold2d-Cocos2d regarding the layering of CCSprite objects.
All of my code works fine, except that a certain tile (a CCSprite), held in an array, is supposed to always be on top. The code has an array of references to CCSprites (Tile) and goes along all the tiles swapping them with each other. So element 0 and 1 switch (in the array and on screen using a moveTo), then the new element 1 and 2 switch, then the new element 2 and 3 switch etc...
The idea is the Tile at the start of the chain leapfrogs to the front of the line!
I always want that first tile to stay on top, but it isn't. It only does sometimes (when it's above the other Tile it's switching places with on the screen, implying it was added later)
Here's the CCScene code in question:
//reference first CCSprite in array -works
Tile *firstTile = [tileArray objectAtIndex:(int)[[[selTracker oldSelectionArray] objectAtIndex:0]element]];
//How much time should be spend leapfrogging each two tiles broken up over 1 second.
float intervalTime = .75/(float)[[selTracker oldSelectionArray] count];
//Will use this to count each tile set we leapfrog
float currentPass = 0;
//TODO: destroy this wrapper class that holds number, use NSNumber. Fine for now.
SimpCoord *lastCord;
//Make moving sprite higher than all others. DOESN'T WORK?
[self reorderChild:firstTile z:100];
//Loop through all the tiles that were selected
for (SimpCoord *coord in [selTracker oldSelectionArray])
{
if (lastCord)
{
//Queue each tile to leapfrog with our moving tile
if ([self respondsToSelector:#selector(switchTilesFuncWrapper:)])
{
NSArray *argArray = [NSArray arrayWithObjects:
[NSNumber numberWithInt:[lastCord element]],
[NSNumber numberWithInt:[coord element]],
[NSNumber numberWithFloat:(intervalTime)], nil];
[self performSelector:#selector(switchTilesFuncWrapper:) withObject:argArray afterDelay:((currentPass) * intervalTime)];
}
currentPass++;
}
lastCord = coord;
}
`
That calls the following code by the way that actually swaps the two Tiles (I excluded the function wrapper middleman I needed for multiple arguments):
(In case it makes it easier to understand, rather than use a 2d array to hold all my tiles I just only draw 10 per line, hence the tileCoordsByElement method - but that shouldn't be important)
//
// Switch two tiles on the screen and in the holder array
// onlySwitchArray pass in true to only swap tiles in organization array
// but provide no animation.
- (void) switchTiles:(NSNumber*)elePosVal secPos:(NSNumber*)elePos2Val timeToSwitch:(NSNumber*)time
{
float switchTime = [time floatValue];
int elePos = [elePosVal intValue];
int elePos2 = [elePos2Val intValue];
Tile *tmpTile = [tileArray objectAtIndex:elePos];
Tile *tmpTile2 = [tileArray objectAtIndex:elePos2];
//Move actual tiles on screen
//Move Tile is elePos (1) to elePos2
int curCol = 0;
int curRow = 0;
[self tileCoordsByElement:elePos2 x:&curRow y:&curCol];
CCSequence *tmpTile1_Seq = [CCSequence actions:
[CCMoveTo actionWithDuration:switchTime position:ccp((curRow-1)*tmpTile.width + tmpTile.width/2,
(curCol-1)*tmpTile.height + tmpTile.height/2)], nil];
[tmpTile runAction:[CCRepeat actionWithAction:tmpTile1_Seq times:1]];
//Move Tile that is elePos2 to elePos(1)
[self tileCoordsByElement:elePos x:&curRow y:&curCol];
CCSequence *tmpTile1_Seq2 = [CCSequence actions:
[CCMoveTo actionWithDuration:switchTime position:ccp((curRow-1)*tmpTile.width + tmpTile.width/2,
(curCol-1)*tmpTile.height + tmpTile.height/2)], nil];
[tmpTile2 runAction:[CCRepeat actionWithAction:tmpTile1_Seq2 times:1]];
//Swap tiles in array second
[tileArray replaceObjectAtIndex:elePos withObject:tmpTile2];
[tileArray replaceObjectAtIndex:elePos2 withObject:tmpTile];
}
Alright.
I'm aware some things I'm doing aren't exactly efficient and if it's not relevant I don't really want to focus to heavily on them. This is just a learning exercise for me - I just honestly don't understand why the origional Tile won't stay on top.
I've tried every resource or example I possibly can find for answers (sample included code, tutorials online, terrible book I bought, random somewhat related stackoverflow articles) and I'm getting nothing :\
In case it matters this is how I origionally added my sprites to the scene:
//Set up A CCSpriteBatchNode to load in pList/pngs of images
[[CCSpriteFrameCache sharedSpriteFrameCache]
addSpriteFramesWithFile:#"zAtl_BasicImages_64.plist"];
nodeBasicImages = [CCSpriteBatchNode batchNodeWithFile:#"zAtl_BasicImages_64.png" capacity:100];
//Initialize array used to track tiles in scene
tileArray = [[NSMutableArray alloc] init];
for (int i = 0; i<100; i++)
{
Tile *tmpTile = [[Tile alloc] init];
[tileArray addObject:tmpTile];
[self reorderChild:tmpTile z:-1];
}
Note: I checked and the zOrder on both Tiles is correct on the line before the MoveTo animation begins.
I added my sprites not to my layer, but to an image node because I was using a Sprite Atlas. So I was trying to access sprites that weren't even there. - I'm a new user so going to have to wait 8 hours until I can close. Peace. Why it didn't throw an error I'll never know.