Cocos2d iPhone CCClippingNode doesn't do the clip - cocos2d-iphone

Here are my code how I am trying to draw an image and a hole on it. (The code is from the cocos2d test project)
CCSprite *target = [CCSprite spriteWithFile:#"blocks.png"];
target.anchorPoint = CGPointZero;
target.scale = 3;
CCClippingNode *outerClipper_ = [[CCClippingNode clippingNode] retain];
outerClipper_.contentSize = CGSizeApplyAffineTransform(target.contentSize, CGAffineTransformMakeScale(target.scale, target.scale));
outerClipper_.anchorPoint = ccp(0.5, 0.5);
outerClipper_.position = ccpMult(ccpFromSize([CCDirector sharedDirector].winSize), 0.5);
outerClipper_.stencil = target;
CCClippingNode *holesClipper = [CCClippingNode clippingNode];
holesClipper.inverted = YES;
holesClipper.alphaThreshold = 0.05;
[holesClipper addChild:target];
CCNode *holes_ = [[CCNode node] retain];
[holesClipper addChild:holes_];
CCNode *holesStencil_ = [[CCNode node] retain];
holesClipper.stencil = holesStencil_;
[outerClipper_ addChild:holesClipper];
[self addChild:outerClipper_ z:9999];
// Add the hole
CCSprite *hole = [CCSprite spriteWithFile:#"hole_effect.png"];
hole.position = [outerClipper_ convertToNodeSpace:ccpMult(ccpFromSize([CCDirector sharedDirector].winSize), 0.5)];
[holes_ addChild:hole];
CCSprite *holeStencil = [CCSprite spriteWithFile:#"hole_stencil.png"];
holeStencil.position = [outerClipper_ convertToNodeSpace:ccpMult(ccpFromSize([CCDirector sharedDirector].winSize), 0.5)];
[holesStencil_ addChild:holeStencil];
All the images can be found in the cocos2d test project.
The problem is that the images appear, but there is no hole on it. What I am doing wrong?

The problem was that I didn't setup my CCGLView correctly. I have to setup the depth format to GL_DEPTH24_STENCIL8_OES instead of the value 0.

Related

How to get perfect collision between 2 sprite in cocos 2D

I have 2 sprite. for collide i use bounding box. But its not perfect collision. its collide with transparent image also. i need perfect collision.
Suppose i have :
CCSprite *sprite1 = [CCSprite spriteWithFile:#"image.png"];
CCSprite *sprite2 = [CCSprite spriteWithFile:#"image.png"];
if (CGRectIntersectsRect([sprite1 boundingBox], [sprite2 boundingBox]))
{
// Collision Detected ....
}
But its create a prob . its collide but not perfectly collide.
anybody can help me? Thanks in advance
CCSprite *player = [CCSprite spriteWithFile:#"image.png"];
[self addChild:player];
CCSprite *enemy = [CCSprite spriteWithFile:#"image.png"];
[self addChild:enemy];
float pos_x = player.position.x - enemy.position.x;
float pos_y = player.position.y - enemy.position.y;
float pos_xy = (pos_x * pos_x) + (pos_y * pos_y);
float Collision = (10+5) * (10+5); // Let 10 be the radious of player & 5 be the radious of enemy
if (pos_xy <= Collision)
{
// Collision Detected
}
// But its is only for round shaped image . like: Ball.
And its create perfect collision using pythagorean Theorm

Move a whole animation sprite sheet

I have some sprite-sheet that i have to animate forever , and i would like to add it as a CCLayer
to my scene .
Later on , i have to move this whole animation sprite on the screen.
So, for example, i have some animation of a dog walking, from sprite sheet, this one is running forever. than i want to be able to move this dog on screen while animating.
What is the best way to do this ? (or the right way)
This is how i animate the frames :
CCSprite *boom;
boom = [CCSprite spriteWithSpriteFrameName:[NSString stringWithFormat:#"%#_00000.png",file]];
boom.position=touch;
[self addChild:boom];
NSMutableArray *animFrames = [NSMutableArray array];
for(int i = 0; i < 5; i++)
{
CCSpriteFrame *frame = [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:[NSString stringWithFormat:
#"%#_0000%i.png",file,i]];
[animFrames addObject:frame];
}
CCAnimation* boxAnimation = [CCAnimation animationWithSpriteFrames:animFrames delay:0.075f];
CCAnimate * boxAction = [CCAnimate actionWithAnimation:boxAnimation];
CCAction *call=[CCCallBlock actionWithBlock:^{[self removeFromParentAndCleanup:YES];}];
CCAction * sequence=[CCSequence actions:boxAction,[CCHide action],call,nil];
[boom runAction:sequence];
return self;
How would you move this whole thing ?
There are a few ways to do this. If you are not preocupied with collision detection, then one way would be to :
CGPoint egressPosition = ccp(0,0); // figure this out in your app
float moveDuration = 1.5f ; // whatever time you compute for desired speed and distance
id move = [CCMoveTo actionWithDuration:moveDuration position:egressPosition];
id spawn = [CCSpawn actions:sequence,move,nil];
[boom runAction:spawn];
otherwise, using your code as is
[self schedule:#selector(moveBox:)]; // optional, you could do this in update method
[boom runAction:sequence];
-(void) moveBoom:(CCTime) dt {
CGPoint newPosition;
delta = ccp(dt*speedX,dt*speedY); // crude , just to get the idea
newPosition = ccpAdd(boom.position,delta);
// here you can figure out collisions at newPosition before the collision
// and do whatever seems appropriate
boom.position = newPosition;
}

Cocos2d Box2d - assign generic userData to bodyDef

Most examples I see of assigning userData go something like this:
CCSprite *sprite = [CCSprite spriteWithFile:#"whatever.png" rect:CGRectMake(0, 0, screenSize.width, screenSize.height)];
sprite.tag = kWallTag;
[self addChild:sprite];
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(0,0);
groundBodyDef.userData = (__bridge void*)sprite;
That's fine if you're using a sprite. But in my case, I don't want to create a sprite because I just want to test collisions with the screen edges. I could create a sprite the size of the screen with just a border but I don't want to use that much texture memory just for detecting walls. So my question is how to assign the kWallTag to the groundBodyDef, without assigning it a sprite. And how would I retrieve the tag value?
I've answered the first part:
GenericUserData *usrData = (GenericUserData*)malloc(sizeof(GenericUserData));
usrData->tag = kWallTag;
groundBodyDef.userData = usrData;
But I don't know how to test for the generic data:
if (bodyA->GetUserData() != NULL && bodyB->GetUserData() != NULL) {
CCSprite *spriteA = (__bridge CCSprite *) bodyA->GetUserData();
CCSprite *spriteB = (__bridge CCSprite *) bodyB->GetUserData();
How do I test for generic user data instead of just assuming that it's a CCSprite?

Cocos2d. Rotate point around another point without hard math calculations?

I haven't seen easy examples about rotaion around a specified point. I tried something like this but it doesn't work:
//CCNode *node is declared
//In a function of a subclass of CCSprite
- (void)moveWithCicrlce
{
anchorNode = [CCNode node];
anchorNode.position = ccpSub(self.position, circleCenter);
anchorNode.anchorPoint = circleCenter;
[anchorNode runAction:[CCRotateBy actionWithDuration:1 angle:90]];
[self runAction:[CCRepeatForever actionWithAction:[CCSequence actions:[CCCallFunc actionWithTarget:self selector:#selector(rotate)], [CCDelayTime actionWithDuration:0.1], nil]]];
}
- (void)rotate
{
self.position = ccpAdd(anchorNode.position, anchorNode.anchorPoint);
}
Here's how you can rotate a node (sprite etc) around a certain point P (50,50) with a radius (distance from P) of 100:
CCNode* center = [CCNode node];
center.position = CGPointMake(50, 50);
[self addChild:center];
// node to be rotated is added to center node
CCSprite* rotateMe = [CCSprite spriteWithFile:#"image.png"];
[center addChild:rotateMe];
// offset rotateMe from center by 100 points to the right
rotateMe.position = CGPointMake(100, 0);
// perform rotation of rotateMe around center by rotating center
id rotate = [CCRotateBy actionWithDuration:10 rotation:360];
[center runAction:rotate];
My approximate solution:
#interface Bomb : NSObject {
CCSprite *center;
}
...
#end
and some methods:
- (void)explode
{
BombBullet *bullet = [BombBullet spriteWithFile:#"explosion03.png"];
[[[CCDirector sharedDirector] runningScene] addChild:bullet];
center = [CCSprite spriteWithTexture:bullet.texture];
center.position = explosionPoint;
center.anchorPoint = ccp(-0.5, -0.5);
center.visible = NO;
[[[CCDirector sharedDirector] runningScene] addChild:center];
[center runAction:[CCRotateBy actionWithDuration:1 angle:360]];
CCCallFunc *updateAction = [CCCallFuncN actionWithTarget:self selector:#selector(update:)];
[bullet runAction:[CCRepeatForever actionWithAction:[CCSequence actions:updateAction, [CCDelayTime actionWithDuration:0.01], nil]]];
}
- (void)update:(id)sender
{
BombBullet *bombBullet = (BombBullet *)sender;
bombBullet.rotation = center.rotation;
bombBullet.position = ccpAdd(center.position, center.anchorPointInPoints);
bombBullet.position = ccpAdd(bombBullet.position, ccp(-bombBullet.contentSize.width / 2, -bombBullet.contentSize.height / 2));
bombBullet.position = ccpRotateByAngle(bombBullet.position, center.position, bombBullet.rotation);
}
of course I should add sprite deleting.

Cocos2d scrolling scale sprite

I apologize for my English. Sprite size of 1 x 12 px, after I had to scaleX and try to scroll, I have nothing. Any of your ideas. Thank you!
Here's the code:
-(void) proba
{
CGPoint pos = ccp(50,100);
int dlin = 200;
wall = [CCSprite spriteWithFile:#"wall.png"]; //wall.png 1x12px
wall.scaleX = dlin;
wall.anchorPoint = ccp(0, 0.5);
wall.position = pos;
[self addChild:wall];
[self schedule:#selector(wall_scroll)];
}
-(void) wall_scroll
{
static float offset = 0.1f;
wall.textureRect = CGRectMake(wall.textureRect.origin.x - offset ,
wall.textureRect.origin.y ,
wall.scaleX,
wall.textureRect.size.height);
}
Instead of trying to scroll the textureRect, could you scroll the whole wall layer using wall.position?