How to zoom animation after pan cocos 2d iphone - cocos2d-iphone

I want to show zoom animation after pan.
- (void) didLoadFromCCB
{
self.anchorPoint = ccp( 0.9, 0.9 );
self.scale = 1;
}
- (void) update:(ccTime)delta
{
float posX = self.position.x;
float posY = self.position.y;
float posNewX = posX - 100*delta;
if (posX > -1024) {
self.position = ccp(posNewX, posY);
}else if (posX < -1024) {
id action2=[CCScaleTo actionWithDuration:4.5 scale:1.20];
CCSequence *scaleSeq = [CCSequence actions:action2, nil];
[self runAction:scaleSeq];
}
}
Panning is working, but zoom animation doesnt work.

animaiton.scale--;
write it in your delta function it will decrease the the size of animation each time..if you want to increase use Scale++.

Related

How to move a CCSprite inside CCNode In cocos2d

I have a Bird which is a (CCSprite) and i want it to be flying in the Top of screen off course, So i add CCNode and add the bird as child on it but it's still flying outside of the CCNode!
MY CODE IS:
#implementation GamePlay {
CCSprite *myBird;
CCNode *theFlyingArea;
}
-(id)init {
if(self=[super init]) {
theFlyingArea = [CCNodeColor nodeWithColor:[CCColor colorWithRed:0.2f green:0.2f blue:0.2f alpha:0.4f] width:viewSize.width height:viewSize.height*60/100];
theFlyingArea.position = ccp(0, 0);
theFlyingArea.positionType = CCPositionTypeMake(CCPositionUnitPoints, CCPositionUnitPoints, CCPositionReferenceCornerTopLeft);
theFlyingArea.anchorPoint = ccp(0, 1);
[self addChild:theFlyingArea z:1];
float RandomY = arc4random() % (int)theFlyingArea.contentSize.height;
// Create MY BIRD
myBird = [CCSprite spriteWithImageNamed:#"myBird.png"];
myBird.scale = myBird.scale / 2;
myBird.position = ccp(-10, RandomY);
[theFlyingArea addChild:myBird z:2];
}
return self;
}
- (void)update:(CCTime)delta {
id moveTo = [CCActionMoveTo actionWithDuration:100.f position:ccp(((float)rand() / RAND_MAX) * theFlyingArea.contentSize.width , ((float)rand() / RAND_MAX) * theFlyingArea.contentSize.height)];
[myBird runAction:moveTo];
}
#end
Thank you very much.

Outline (stroke) for non-rectangular CCNode in cocos2d

I need to create an outline like this dynamically:
Not for a CCSprite, but for multiple animated CCSprites united in one CCNode. I'm thinking about:
copying CCNode's content to a texture (like canvasBitmapData.draw(sourceDisplayObject) in AS3)
creating CCSprite with the resulting texture
tinting the sprite to outline color and scaling it up a bit
placing the sprite behind other sprites in the node
I have no idea how to perform step 1. And maybe it is faster to draw "true stroke" around the texture's opaque pixels instead of tint-scale in step 3?
I totally forgot to post an answer for this question. Here's the code for a very smooth stroke. It's not fast but worked great for a couple of big sprites on the first iPad.
The idea is to draw tiny colored and blurred balls around the sprite and place them onto their own texture. It can be used both for CCNode and CCSprite. The code also shifts anchor points because the resulting sprites will have a bit larger width and height.
Resulting outline (body and 2 hands, about 0.3s on iPad1):
White balls examples:
5f: http://i.stack.imgur.com/e9kos.png
10f: http://i.stack.imgur.com/S5goU.png
20f: http://i.stack.imgur.com/qk7GL.png
CCNode category, for Cocos2d-iPhone 2.1:
#implementation CCNode (Outline)
- (CCSprite*) outline
{
return [self outlineRect:CGRectMake(0, 0, self.contentSize.width, self.contentSize.height)];
}
- (CCSprite*) outlineRect:(CGRect)rect
{
NSInteger gap = dscale(4);
CGPoint positionShift = ccp(gap - rect.origin.x, gap - rect.origin.y);
CGSize canvasSize = CGSizeMake(rect.size.width + gap * 2, rect.size.height + gap * 2);
CCRenderTexture* renderedSpriteTexture = [self renderTextureFrom:self shiftedFor:positionShift onCanvasSized:canvasSize];
CGSize textureSize = renderedSpriteTexture.sprite.contentSize;
CGSize textureSizeInPixels = renderedSpriteTexture.sprite.texture.contentSizeInPixels;
NSInteger bitsPerComponent = 8;
NSInteger bytesPerPixel = (bitsPerComponent * 4) / 8;
NSInteger bytesPerRow = bytesPerPixel * textureSizeInPixels.width;
NSInteger myDataLength = bytesPerRow * textureSizeInPixels.height;
NSMutableData* buffer = [[NSMutableData alloc] initWithCapacity:myDataLength];
Byte* bytes = (Byte*)[buffer mutableBytes];
[renderedSpriteTexture begin];
glReadPixels(0, 0, textureSizeInPixels.width, textureSizeInPixels.height, GL_RGBA, GL_UNSIGNED_BYTE, bytes);
[renderedSpriteTexture end];
//SEE ATTACHMENT TO GET THE FILES
NSString* spriteFrameName;
if (IS_IPAD) spriteFrameName = (CC_CONTENT_SCALE_FACTOR() == 1) ? #"10f.png" : #"20f.png";
else spriteFrameName = (CC_CONTENT_SCALE_FACTOR() == 1) ? #"5f.png" : #"10f.png";
CCSprite* circle = [CCSprite spriteWithSpriteFrameName:spriteFrameName];
circle.anchorPoint = ccp(0.48, 0.48);
float retinaScale = (CC_CONTENT_SCALE_FACTOR() == 1) ? 1.0 : 0.5;
CCRenderTexture* strokeTexture = [CCRenderTexture renderTextureWithWidth:textureSize.width height:textureSize.height pixelFormat:kCCTexture2DPixelFormat_RGBA8888];
[strokeTexture beginWithClear:0 g:0 b:0 a:0];
for (NSInteger x = 0; x < textureSizeInPixels.width; x++)
{
for (NSInteger y = 0; y < textureSizeInPixels.height; y++)
{
NSInteger idx = y * bytesPerRow + x * bytesPerPixel + 3;
NSInteger w = 1;
if (bytes[idx] <= 254)
{
BOOL shouldBeStroked = NO;
for (NSInteger nx = -w; nx <= w; nx++)
{
for (NSInteger ny = -w; ny <= w; ny++)
{
if (x + nx < 0 || y + ny < 0 || x + nx >= textureSizeInPixels.width || y + ny >= textureSizeInPixels.height)
continue;
if (bytes[idx + nx * bytesPerPixel + ny * bytesPerRow] == 255)
{
shouldBeStroked = YES;
break;
}
}
}
if (shouldBeStroked == YES)
{
circle.position = ccp(x * retinaScale, y * retinaScale);
[circle visit];
}
}
}
}
[strokeTexture end];
CCSprite* resultSprite = [CCSprite spriteWithTexture:strokeTexture.sprite.texture];
[resultSprite.texture setAntiAliasTexParameters];
resultSprite.flipY = YES;
if ([self isKindOfClass:[CCSprite class]]) {
CGPoint oldAnchorInPixels = ccp(roundf(self.contentSize.width * self.anchorPoint.x), roundf(self.contentSize.height * self.anchorPoint.y));
resultSprite.anchorPoint = ccp((oldAnchorInPixels.x + gap) / resultSprite.contentSize.width, (oldAnchorInPixels.y + gap) / resultSprite.contentSize.height);
resultSprite.position = self.position;
} else { //CCNode
resultSprite.anchorPoint = CGPointZero;
resultSprite.position = ccpAdd(self.position, ccp(rect.origin.x - gap, rect.origin.y - gap));
}
return resultSprite;
}
- (CCRenderTexture*) renderTextureFrom:(CCNode*)node shiftedFor:(CGPoint)posShift onCanvasSized:(CGSize)size
{
SoftAssertion(!CGSizeEqualToSize(size, CGSizeZero), #"node has zero size");
BOOL isSprite = [node isMemberOfClass:[CCSprite class]];
CGPoint apSave = node.anchorPoint;
CGPoint posSave = node.position;
BOOL wasVisible = node.visible;
CCRenderTexture* rtx = [CCRenderTexture renderTextureWithWidth:size.width
height:size.height
pixelFormat:kCCTexture2DPixelFormat_RGBA8888];
[rtx beginWithClear:0 g:0 b:0 a:0];
node.anchorPoint = CGPointZero;
node.position = posShift;
node.visible = YES;
if (isSprite) [node visit];
else [[self cloneCCNode:node] visit];
node.anchorPoint = apSave;
node.position = posSave;
node.visible = wasVisible;
[rtx end];
return rtx;
}
- (CCNode*) cloneCCNode:(CCNode*)source
{
CCNode* clone = [CCNode node];
void (^copyCCNodeProperties)(CCNode*, CCNode*) = ^(CCNode* source, CCNode* clone)
{
clone.visible = source.visible;
clone.rotation = source.rotation;
clone.position = source.position;
clone.anchorPoint = source.anchorPoint;
clone.zOrder = source.zOrder;
clone.tag = source.tag;
};
for (CCNode* srcSubnode in source.children) {
CCNode* subNode;
if ([srcSubnode isMemberOfClass:[CCSprite class]]) {
CCSprite* srcSprite = (CCSprite*)srcSubnode;
subNode = [CCSprite spriteWithTexture:srcSprite.texture];
CCSprite* subSprite = (CCSprite*)subNode;
subSprite.flipX = srcSprite.flipX;
subSprite.flipY = srcSprite.flipY;
subSprite.displayFrame = srcSprite.displayFrame;
subSprite.opacity = srcSprite.opacity;
}
else if ([srcSubnode isMemberOfClass:[CCLabelTTF class]]) {
CCLabelTTF* srcLabel = (CCLabelTTF*)srcSubnode;
subNode = [CCLabelTTF labelWithString:srcLabel.string fontName:srcLabel.fontName fontSize:srcLabel.fontSize dimensions:srcLabel.dimensions hAlignment:srcLabel.horizontalAlignment vAlignment:srcLabel.verticalAlignment];
CCSprite* subLabel = (CCSprite*)subNode;
subLabel.flipX = srcLabel.flipX;
subLabel.flipY = srcLabel.flipY;
subLabel.color = srcLabel.color;
}
else {
subNode = [self cloneCCNode:srcSubnode];
}
copyCCNodeProperties(srcSubnode, subNode);
[clone addChild:subNode];
}
copyCCNodeProperties(source, clone);
return clone;
}
I have a general purpose function I built up from various sources (that I'm ashamed to say I can't reference here). What it does is take a CCSprite, create a stroke that you can put behind it and return in a CCRenderTexture. If the sprite passed in has children (as yours might) I see no reason why it wouldn't do what you want, but I haven't tried.
Here it is in case it works:
#implementation Cocosutil
+(CCRenderTexture*) createStrokeForSprite:(CCSprite*)sprite size:(float)size color:(ccColor3B)cor
{
CCRenderTexture* rt = [CCRenderTexture renderTextureWithWidth:sprite.texture.contentSize.width+size*2 height:sprite.texture.contentSize.height+size*2];
CGPoint originalPos = [sprite position];
ccColor3B originalColor = [sprite color];
BOOL originalVisibility = [sprite visible];
[sprite setColor:cor];
[sprite setVisible:YES];
ccBlendFunc originalBlend = [sprite blendFunc];
[sprite setBlendFunc:(ccBlendFunc) { GL_SRC_ALPHA, GL_ONE }];
CGPoint bottomLeft = ccp(sprite.texture.contentSize.width * sprite.anchorPoint.x + size, sprite.texture.contentSize.height * sprite.anchorPoint.y + size);
CGPoint positionOffset = ccp(sprite.texture.contentSize.width * sprite.anchorPoint.x - sprite.texture.contentSize.width/2,sprite.texture.contentSize.height * sprite.anchorPoint.y - sprite.texture.contentSize.height/2);
CGPoint position = ccpSub(originalPos, positionOffset);
[rt begin];
for (int i=0; i<360; i+=30)
{
[sprite setPosition:ccp(bottomLeft.x + sin(CC_DEGREES_TO_RADIANS(i))*size, bottomLeft.y + cos(CC_DEGREES_TO_RADIANS(i))*size)];
[sprite visit];
}
[rt end];
[sprite setPosition:originalPos];
[sprite setColor:originalColor];
[sprite setBlendFunc:originalBlend];
[sprite setVisible:originalVisibility];
[rt setPosition:position];
return rt;
}
#end
and here is code where I use it:
- (id) initWithSprite:(CCSprite*)sprite color:(ccColor3B)color strokeSize:(float)strokeSize strokeColor:(ccColor3B)strokeColor {
self = [super init];
if (self != nil) {
strokeColor_ = strokeColor;
strokeSize_ = strokeSize;
CCRenderTexture *stroke = [CocosUtil createStrokeForSprite:sprite size:strokeSize color:strokeColor];
[self addChild:stroke z:kZStroke tag:kStroke];
[self addChild:sprite z:kZLabel tag:kLabel];
[self setContentSize:[sprite contentSize]];
}
return self;
}

Cocos2d Sprites Collision

I have multiple sprites placed onto a background sprite like this:
//my background
CCSprite *bg = [CCSprite spriteWithFile:#"imageName.png"];
[self addchild:bg];
And then I add my items onto bg
//this is how i add my items
CCSprite *items = [CCSprite spriteWithFile:#"itemName.png"];
[bg addchild:items];
Oh and not forgetting my car sprite
//my car
CCSprite *car = [CCSprite spriteWithFile:#"car.png"];
[self addchild:car];
I use a loop to add multiple sprites onto the bg.
Now the question is how do I detect whether the car collided with the multiple sprites that I have placed onto the bg?
I've tried using CGRectIntersectsRect and it doesn't work.
I've tried using the pythagoras theorem method and once again it doesn't work.
There was a method which involved adding the items sprites into a NSMutableArray and it doesn't work either.
Can anyone suggest a method whereby I can try?
Additional code:
-(void) initializeCarAndItems
{
car = [CCSprite spriteWithFile:#"android.png"];
car.position = ccp(screenSize.width/2, screenSize.height * 0.30);
[self addChild:car z:1];
carRect = [car boundingBox];
}
-(void) initializeMap
{
bg1 = [CCSprite spriteWithFile:#"racingBG.png"];
bg1.anchorPoint = ccp(0, 0);
bg1.position = ccp(0, 0);
[self addChild:bg1 z:-1];
bg2 = [CCSprite spriteWithFile:#"racingBG2.png"];
bg2.anchorPoint = ccp(0,0);
bg2.position = ccp(0, bg1.boundingBox.size.height - 1);
[self addChild:bg2 z:-1];
convertedWidth = (int)bg1.boundingBox.size.width;
convertedHeight = (int)bg1.boundingBox.size.height;
for (y = 0; y < 15; y++)
{
positionX = arc4random()%convertedWidth;
positionY = arc4random()%convertedHeight;
items = [CCSprite spriteWithFile:#"item.png"];
items.position = ccp(positionX, positionY + 300);
[bg1 addChild:items z:100];
[itemsArray addObject:items];
}
for (y = 0; y < 15; y++)
{
positionX = arc4random()%convertedWidth;
positionY = arc4random()%convertedHeight;
items = [CCSprite spriteWithFile:#"item.png"];
items.position = ccp(positionX, positionY);
[bg2 addChild:items z:100];
[itemsArray addObject:items];
}
}
-(void) accelerate
{
bg1.position = ccp(0, bg1.position.y - accelerateNumber);
bg2.position = ccp(0, bg2.position.y - accelerateNumber);
if (bg1.position.y < -bg1.boundingBox.size.height)
{
questionCount++;
bg1.position = ccp(0, bg2.position.y + bg2.boundingBox.size.height - 1);
[self question];
[bg1 removeAllChildrenWithCleanup:YES];
for (y = 0; y < 15; y++)
{
positionY = arc4random()%convertedHeight;
positionX = arc4random()%convertedWidth;
items.position = ccp(positionX, positionY);
items = [CCSprite spriteWithFile:#"item.png"];
[bg1 addChild:items z:100];
[itemsArray addObject:items];
}
}
else if (bg2.position.y < -bg2.boundingBox.size.height)
{
questionCount++;
bg2.position = ccp(0, bg1.position.y + bg1.boundingBox.size.height - 1);
[self question];
[bg2 removeAllChildrenWithCleanup:YES];
for (y = 0; y < 15; y++)
{
positionY = arc4random()%convertedHeight;
positionX = arc4random()%convertedWidth;
items.position = ccp(positionX, positionY);
items = [CCSprite spriteWithFile:#"item.png"];
[bg2 addChild:items z:100];
[itemsArray addObject:items];
}
}
}
-(void) update:(ccTime)deltaTime
{
[self ifEdgeOfScreen];
[self accelerate];
for (CCSprite *itemFromArray in itemsArray)
{
CGRect itemRect = [itemFromArray boundingBox];
if (CGRectIntersectsRect(carRect, itemRect))
{
NSLog(#"Collision!");
}
}
if (leftButton.active == TRUE)
{
[self moveLeftRight:1];
}
else if (rightButton.active == TRUE)
{
[self moveLeftRight:2];
}
}
UPDATE:
It's fixed :)
-(void) update:(ccTime)deltaTime
{
car = [car boundingbox];
[self ifEdgeOfScreen];
[self accelerate];
for (CCSprite *itemFromArray in itemsArray)
{
if (CGRectIntersectsRect(carRect, [itemFromArray boundingbox]))
{
NSLog(#"Collision!");
}
}
if (leftButton.active == TRUE)
{
[self moveLeftRight:1];
}
else if (rightButton.active == TRUE)
{
[self moveLeftRight:2];
}
}
I found so many problems with the code....
When you call removeAllChildren.. Make sure you also remove objects from array.. Removing sprite from parents does not remove it from array.
update the car rect in update Method. So in your update method
-(void) update:(ccTime)deltaTime
{
[self ifEdgeOfScreen];
[self accelerate];
carRect = [car boundingBox];
...........
}
Hope this helps.. :)

Animating sprite while jumping

How to animate a sprite while jumping?
i.e, moving the eyes or animating the sprite using CCAnimate
CCSpriteFrameCache.sharedSpriteFrameCache().addSpriteFrames("AnimBear.plist");
this._bear = CCSprite.sprite("bear1.png", true);
spritesheet1 = CCSpriteSheet.spriteSheet("AnimBear.png");
spritesheet1.addChild(_bear, 1);
addChild(spritesheet1, 1);
ArrayList<CCSpriteFrame> animFrames = new ArrayList<CCSpriteFrame>();
CCSpriteFrameCache.sharedSpriteFrameCache();
for (int i = 1; i <= 8; i++) {
CCSpriteFrame frame = CCSpriteFrameCache
.spriteFrameByName(
"bear" + i + ".png");
animFrames.add(frame);
}
CCAnimation anim = CCAnimation.animation("AnimBear", .175f,
animFrames);
_bear.setPosition(CGPoint.make(_bear.getContentSize().width, 50));
CCIntervalAction action=CCAnimate.action(0.1f, anim, false);
this.walkAction = CCRepeatForever.action(action);
_bear.runAction(walkAction);
and moving on touch
public boolean ccTouchesEnded(MotionEvent event) {
CGPoint touchLocation = CCDirector.sharedDirector().convertToGL(
CGPoint.make(event.getX(), event.getY()));
float bearVelocity = 480.0f/3.0f;
CGPoint moveDifference = CGPoint.ccpSub(touchLocation, _bear.getPosition());
float distanceToMove = CGPoint.ccpLength(moveDifference);
float moveDuration = distanceToMove / bearVelocity;
if (moveDifference.x < 0) {
_bear.flipX_= false;
} else {
_bear.flipX_ = true;
}
_bear.stopAction(moveAction);
if (!_moving) {
_bear.runAction(walkAction);
}
CCMoveTo actionMove=CCMoveTo.action(moveDuration, touchLocation);
CCCallFuncN actionMoveDone1 = CCCallFuncN.action(this, "bearMoveEnded");
CCSequence actions = CCSequence.actions(actionMove, actionMoveDone1);
_bear.stopAllActions();
this.moveAction = actions;
_bear.runAction(moveAction);
_moving = true;
return CCTouchDispatcher.kEventHandled;
}
In this animation complete first and after this if you touch on the screen then the activity you want it'll happen.....
If you want the animation n move the sprite simultaneously, complete your all code in the
public boolean ccTouchesEnded(MotionEvent event) {
}

cocos2d everlasting growing path

In my app, I need to draw a path where every coupe of frames, an additional point is added to the end of it.
I could implement this in the following way:
- (void) draw
{
glEnable(GL_LINE_SMOOTH);
glColor4f(0.0,0.0,1.0,1.0);
BOOL first = YES;
CGPoint prevPoint;
for (NSValue* v in points)
{
CGPoint p = [v CGPointValue];
if (first == YES)
first = NO;
else
ccDrawLine(prevPoint, p);
prevPoint = p;
}
}
But I'm afraid this will not scale well as the path could (and almost always would) get pretty long.
Is there a better more "economical" way to implement this?
Look at the standard cocos2d RenderTextureTest sample code which includes a fingerpainting class. A simplified version of the main method that does the drawing is shown below. You could take this logic and use it to just render the path under your control rather than driven by the touch events.
-(void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint start = [touch locationInView: [touch view]];
start = [[CCDirector sharedDirector] convertToGL: start];
CGPoint end = [touch previousLocationInView:[touch view]];
end = [[CCDirector sharedDirector] convertToGL:end];
// begin drawing to the render texture
[target begin];
// for extra points, we'll draw this smoothly from the last position and vary the sprite's
// scale/rotation/offset
float distance = ccpDistance(start, end);
if (distance > 1)
{
int d = (int)distance;
for (int i = 0; i < d; i++)
{
float difx = end.x - start.x;
float dify = end.y - start.y;
float delta = (float)i / distance;
[brush setPosition:ccp(start.x + (difx * delta), start.y + (dify * delta))];
[brush setRotation:rand()%360];
float r = ((float)(rand()%50)/50.f) + 0.25f;
[brush setScale:r];
//[brush setColor:ccc3(CCRANDOM_0_1()*127+128, 255, 255) ];
// Call visit to draw the brush, don't call draw..
[brush visit];
}
}
// finish drawing and return context back to the screen
[target end];
}