How can I override the setDisplayFrame method and check which sprite frame was set, in order to send a message if it matches a particular frame in an animation.
You don't need to override the method to do that, cocos2d 2.x already has this functionality. Look at the code in the CCAnimation and CCAnimationFrame classes. You can observe for the CCAnimationFrameDisplayedNotification in your objects. For an example of this look for ActionsTest.m in the cocos2d examples.
Additionally, I strongly suggest that you carefully read Programming with Objective-C before trying to dig deeper into cocos2d. I think it will clear a lot of your questions. ;-)
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I'm looking to make a sprite animation editor. I have the loading of my custom animation file done but now need to get the actual ui started. I'm really just stuck on what widgets I would use to actually play my animation. I need to be able to go to certain frame, play, pause, loop, etc. Once I'm done with the viewing portion I plan on adding in the editing.
I've seen AnimatedSprite in qt docs but that seems to only allow playback of sprites in the same file. In my situation sprites can be from multiple image files and sometimes doesn't follow a grid like sprite cutter.
First of all, you should decide whether you want to use QML or Widgets. AnimatedSprite is QML related class. All widget-related classes starts with "Q" letter.
If you decide to use Qt Widgets, I would recommend to take a look at Qt Animation Framework in combination with Qt Graphics View Framework. Most likely it will not let you do everything you want out of box, but it should provide you with a rich set of useful tools.
If you need here are some examples.
Hope it helps.
Have a look at QMovie. This class may provide all the methods you need, as long as you only want to use it for viewing. The QMovie can be passed to a QLabel to show the animation.
QMovie however supports only gif out of the box (and there is a third party plugin for apng files). You would probably have to create your own image handle plugin to support your format.
If thats not applicable or to complicated, you will most likely have to create your own custom widget. Have a look at the painter example. Playing an animation is not that hard if you have all the frames. A simple QTimer to change the image to be drawn in a constant rate should work.
can anyone please make me clear about the difference between a Scene & a Layer in COCOS2D. I am bugged up with this.
Buddy, it is very simple. Whenever you use COCOS2D, you will be having a class which extends Layer. And which you are going call from Main activity. So for one displayable screen, there can be only one layer. In the class(which extends Layer) can have any number of scenes. You can even set the dimensions for the individual scenes too. But, make sure that, you release the memory immediately after you switch from one scene to another... Enjoy... :)
Hi. I am new on this website and also in cocos2d. I am a student and I need your help.
I am making a game based on one of the tutorials in a cocos2d game development book. The concept is simple; different objects are falling from the top of the screen and I have to avoid or catch them by tilting the device. The main character, which is one which has to avoid objects, has different properties which can change by grabbing different objects (e.g. the player may have a shield if it grabs one). In order to display the shield I have to change the sprite of the player. I am not sure how I can achieve this. Could anyone help me in providing some guidelines on this?
Use setTexture to switch the image (texture) of your current sprite with another:
[playerSprite setTexture:[[CCTextureCache sharedTextureCache] addImage:#"playerWithShield.png"]];
I want to show a car's path in a window in real time, how to do that, and what classes I have to use. Is there anything like drawing area, in Qt.
Any Help will be appreciated.
You'll need to read up on QGraphicsview. There are several helpful examples that show every bit of what functionality is present here. The implementation itself... I guess it's just a bunch of QLines on a QGraphicsScene. The realtime part is handled by calling repaint or paintevent or whatever it's called periodically, or setting up a complex animation.
The Qwt library on top of Qt is pretty good for this.
I am working on a game which would take touch gestures as inputs. Now, i would like to display the path/gesture as the user draws it. Can someone please tell me how to do this in cocos2d?
I tried to override the draw method and used ccDrawPoint(). But the point just keeps following the touch. I guess this is because the previous drawing is getting overwritten.
Can you tell me where i am going wrong here or suggest a better way to implement this?
i found a solution with CCRenderTexture sample test in cocos2d. Though i could not find enough documentation on it, but the sample code is enough for a start.