I need to put some CCsprites on screen that later on will be fade in to screen.
I cant hide them ,because the CCFade action will not work on hidden sprite , or a sprite with opacity=0 .
What i do is put them on screen and fade them out :
[colors[i] runAction:[CCFadeOut actionWithDuration:0]];
[self addChild:colors[i] z:0];
it turned out that fading out in zero time is not unseen, so they appear for a second the moment i add them to CCScene.
How would i put them on screen to be unseen, and than fade them in with CCFadeIn action ?
You can stack actions using a sequence. See the example below from one of my projects :
CCSprite *frame1 = [CCSprite spriteWithSpriteFrame:[frames objectAtIndex:0]];
frame1.flipX = self.flipX;
frame1.scale = self.scaling;
frame1.visible = NO;
frame1.opacity = 255;
frame1.rotation = self.rotation;
frame1.position = self.offset;
animation = [CCAnimation animationWithSpriteFrames:frames delay:(duration / self.numberOfFrames)];
id stall = [CCDelayTime actionWithDuration:delay];
id show = [CCShow action];
id animate = [CCAnimate actionWithAnimation:animation];
id hide = [CCHide action];
id clean = [CCCallBlock actionWithBlock:^{
[frame1 removeFromParentAndCleanup:YES];
}];
id enchiladas = [CCSequence actions:stall, show, animate, hide, clean, nil];
[node addChild:frame1 z:5];
[frame1 runAction:enchiladas];
Similar thing. I want to run an animation that will appear after a set delay time, then vanish and cleanup after itself when complete.
YOU can use sprite.opacity =0; initially
and in actions you can increase the opacity
Related
I would like to know how to change the ZOrder of a CCSprite in a CCSequence. I have tried using CCCallBlock as suggested in another thread but it has bugged out and stops the other sprites of the same class moving. Is there another method someone can suggest?
crystalEntryPoint = [self position];
float xD = [crystal position].x - crystalEntryPoint.x;
float yD = [crystal position].y - crystalEntryPoint.y;
CGPoint dest = ccp(crystalEntryPoint.x + (xD * 2),crystalEntryPoint.y + (yD * 2));
float easingRate = 2;
CCMoveTo *moveTo = [CCMoveTo actionWithDuration:1 position:dest];
CCMoveTo *moveBack = [CCMoveTo actionWithDuration:1 position:crystalEntryPoint];
CCEaseInOut *easeTo = [CCEaseInOut actionWithAction:moveTo rate:easingRate];
CCEaseInOut *easeBack = [CCEaseInOut actionWithAction:moveBack rate:easingRate];
CCCallBlock *zOrderBehind = [CCCallBlock actionWithBlock:^{ [self setZOrder:kManaSpriteBehindCrystalZValue]; }];
CCCallBlock *zOrderInFront = [CCCallBlock actionWithBlock:^{ [self setZOrder:kManaSpriteZValue]; }];
CCSequence *seq = [CCSequence actions:easeTo,zOrderBehind,easeBack,zOrderInFront,nil]; //,zOrderInfront
CCRepeatForever *rep = [CCRepeatForever actionWithAction:seq];
[self runAction:rep];
Try CCCallBlockN which gives the block the node running the action as parameter. The current setup retains self inside the block which may cause the node not to dealloc later on because the sequence runs forever and thus holds a strong self-reference until the node deallocates - I can't say if cocos2d is able to clean it up properly, it should but it might not.
Not sure if this is related to your issue or not but it seems to me a likely explanation considering everything else in the code snippet looks fine.
CCCallBlockN *zOrderBehind = [CCCallBlockN actionWithBlock:^(CCNode* node){
[node setZOrder:kManaSpriteBehindCrystalZValue];
}];
CCCallBlockN *zOrderInFront = [CCCallBlockN actionWithBlock:^(CCNode* node){
[node setZOrder:kManaSpriteZValue];
}];
If that doesn't work either then try CCActionTween which allows changing any property by name.
id zOrderChange = [CCActionTween actionWithDuration:0.0
key:"zOrder"
from:kManaSpriteZValue
to:kManaSpriteZValue];
I'm not sure if from / to having the same value will work. If it doesn't try using 0 as the from parameter and perhaps even increasing duration to some low value like 0.01.
I have a very simple level that has a single static body (and associated sprite) in it. When the user touches the body, I remove the sprite, destroy the body and replace it with a dynamic body with a new sprite, and then I transition to a new scene. My code works perfectly the first time it is executed, but then when this scene is reloaded it crashes when the user touches the body.
I store the filename of the .png file that I use for my sprite in the sprite's userData field. Then when the user presses the button (touches the body) it is a simple matter to retrieve it. The problem is occurring on subsequent reloads of the scene when I try to access the sprite's userData field. Instead of holding the filename it is empty (null). This in turn crashes the program when I try to use the filename.
I cannot understand why it works the first time and not the second. I set a breakpoint and watch the filename getting assigned to the sprite's userData field, but it is only retrievable the first time I create the scene. Here is the ccTouchesBegan method. The crash occurs where I try to assign newSpriteFileName because on the second run through oldSpriteFileName is empty.
I have just about gone crazy with this one, but I am sure it is something obvious. As always thanks for the help!!
(void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
for( UITouch *touch in touches )
{
CGPoint touchLocation = [touch locationInView: [touch view]];
touchLocation = [[CCDirector sharedDirector] convertToGL: touchLocation];
touchLocation = [self convertToNodeSpace:touchLocation];
b2Vec2 locationWorld = b2Vec2(touchLocation.x/PTM_RATIO, touchLocation.y/PTM_RATIO);
NSLog(#"Location x = %f, y = %f", touchLocation.x, touchLocation.y);
b2AABB aabb;
b2Vec2 delta = b2Vec2(1.0/PTM_RATIO, 1.0/PTM_RATIO);
aabb.lowerBound = locationWorld - delta;
aabb.upperBound = locationWorld +delta;
SimpleQueryCallback callback(locationWorld);
m_world->QueryAABB(&callback, aabb);
//If they have not pressed a button yet, and this touch was actually inside
//one of the buttons then we will destroy the static button (and sprite)
//that they touched and replace it with a dynamic button
//(and new darker sprite) that falls, spinning off of the screen.
if(!replaceButtonPushedYet && callback.fixtureFound)
{
//Get a reference to the static body of the button they touched and wake it up
b2Body *body = callback.fixtureFound->GetBody();
body->SetAwake(true);
//Get the position of the body (button) they touched and use it to
//position the new button. This value is in Box2D coordinates,
//so when I position the new button I won't divide by PTM_RATIO.
b2Vec2 touchedButtonPosition = body->GetPosition();
//Get the sprite from the button the user pressed
CCSprite *bodySprite = (CCSprite*)body->GetUserData();
//Then extract the file name of the sprite. I assigned this to
//sprite's userData when I loaded the sprite in the method //"placeTheIndividualButton". Now I am going to extract it and
//then replace "(up)" with "(down)" in that string
//and that becomes the name of the sprite for the new (pressed)
//button I am getting ready to create. It is all about the file
//naming conventions!
NSString *oldSpriteFileName = (NSString*)bodySprite.userData;
NSString *newSpriteFileName = [oldSpriteFileName stringByReplacingOccurrencesOfString:#"up" withString:#"down"];
//First remove the sprite tied to the button the user pressed,
//then destroy the body of the button.
[self removeChild:bodySprite cleanup:YES];
body->GetWorld()->DestroyBody(body);
//Set the bool to true to keep this code from executing again.
//This ensures that once they press a button they can't
//press another one.
replaceButtonPushedYet = true;
//Build the new dynamic button that will fall and spin off the screen
b2BodyDef buttonBodyDef2;
b2PolygonShape buttonShape2;
b2FixtureDef buttonShapeDef2;
b2Vec2 vertices2[4];
//load the sprite for the second button (pressed down) and add it to the layer
level_down = [CCSprite spriteWithFile:newSpriteFileName];
level_down.userData=newSpriteFileName;
[self addChild:level_down];
//Define the polygon that forms the second button (pressed down)
buttonBodyDef2.type = b2_dynamicBody;
//Not dividing touchedButtonPosition.x or .y by PTM_RATIO because
//they are already in Box2D coordinates
buttonBodyDef2.position.Set(touchedButtonPosition.x, touchedButtonPosition.y);
buttonBodyDef2.angularVelocity = 1.5;
buttonBodyDef2.userData = level_down;
buttonBody2 = m_world->CreateBody(&buttonBodyDef2);
//Define the vertices for the replacement button
vertices2[0].Set(-94/PTM_RATIO, -32/PTM_RATIO);
vertices2[1].Set(94/PTM_RATIO, -32/PTM_RATIO);
vertices2[2].Set(94/PTM_RATIO, 32/PTM_RATIO);
vertices2[3].Set(-94/PTM_RATIO, 32/PTM_RATIO);
buttonShape2.Set(vertices2, 4);
//Define the shape for the replacement button
buttonShapeDef2.shape = &buttonShape2;
buttonShapeDef2.density = 50.01f;
buttonShapeDef2.friction = 0.75f;
buttonShapeDef2.restitution = 0.1f;
//The static buttons and the dynamic buttons are both in this groupIndex.
//Since it is a negative number they will never collide. If it was
//positive they would always collide.
buttonShapeDef2.filter.groupIndex = -1;
//Put the second button (pressed down) into the world.
buttonBody2->CreateFixture(&buttonShapeDef2);
//This starts a timer that fires every second to call the makeTransition
//method. The code inside that method will check to see if the button
//has fallen off the screen yet. If it has then it will transition to
//the new selected level.
//The colon after makeTransition sends a ccTime (dt). I don't need it,
//but may in the future so I left it in there.
buttonFalling = [NSTimer scheduledTimerWithTimeInterval:0.5 target:self selector:#selector(makeTransition:) userInfo:nil repeats:YES];
}
}
}
Chances are that the NSString is being released when you remove the sprite. Why not just storing the texture name in an instance variable?
I have a set of frames that I need to show in a sequence one after the other but instead of simply erasing the previous frame and drawing the next one, I need to fade out the previous frame and fade in the new one simultaneously.
What is the best way to achieve this in cocos2d?
- (void) showFirstSpriteWithFade
{
if( [m_sprites count] > 0 )
{
CCSprite* spriteToShow = [m_sprites objectAtIndex: 0];
[m_sprites removeObjectAtIndex: 0];
id showAction = [CCSequence actions: [CCFadeIn actionWithDuration: fadeInDuration],
[CCFadeOut actionWithDuration: fadeOutDuration],
[CCCallFunc actionWithTarget: self selector:#selector(showFirstSpriteWithFade)],
nil];
[spriteToShow runAction: showAction];
}
}
this will work if you wil store all your sprites in array m_sprites. in this case all sprites must be added to the parent to be shown one by one. you can improve this code if you want, for example, use just one sprite and change it's texture each time.
if you wanna show pictures forever, you can try something like this
- (void) showNextSpriteWithFade
{
m_shownSpriteIndex++;
if( m_shownSpriteIndex == [m_sprites count] )
{
m_shownSpriteIndex = 0;
}
CCSprite* spriteToShow = [m_sprites objectAtIndex: m_shownSpriteIndex];
id showAction = [CCSequence actions: [CCFadeIn actionWithDuration: fadeInDuration],
[CCFadeOut actionWithDuration: fadeOutDuration],
[CCCallFunc actionWithTarget: self selector:#selector(showNextSpriteWithFade)],
nil];
[spriteToShow runAction: showAction];
}
I've got to sprites, essentially a nucleus (parent) and an electron (child). I'm trying to find a way to have the electron orbit the nucleus. I've found a few posts here and there on moving anchor points, but that is apparently related to the texture of the sprite, not the sprite itself.
This is my current init method for my parent sprite:
self = [super init];
if (self) {
CCSprite *orbitAnchor = [CCSprite new];
[self addChild:orbitAnchor];
orbitAnchor.position = ccp(32,32);
CCSprite *orbiter = [CCSprite spriteWithFile:#"line.png" rect:CGRectMake(0, 0, 8, 8)];
[orbitAnchor addChild:orbiter];
orbiter.position = ccp(40,40);
CCAction *orbitAction = [CCRepeatForever actionWithAction:[CCRotateTo actionWithDuration:1 angle:720]];
[orbitAnchor runAction:orbitAction];
[self initAnimations];
}
return self;
Those numbers are all totally arbitrary though - I just stuck them in there and got what looked best. I'm sure there's a more programatic way to do what I want.
Basically, I'm looking for a way to set the child's axis point at the center of the parent, and then have it rotate around that point. It seems like a relatively simple thing to do using CCRotate and such, but I think I'm missing what to search for in order to move the anchor point of the child. Any suggestions/other posts?
Thanks
You have [CCSprite new] which is an unusual use, probably not supported. Unless the orbit anchor node should display a texture, you can just use a CCNode as anchor.
Technically you're doing everything correct from what I can see. You might want to try without the rotate actions and instead change the direction manually in a scheduled update method.
CCNode *orbitAnchor = [CCNode node];
[self addChild:orbitAnchor z:0 tag:1];
orbitAnchor.position = ccp(32,32);
CCSprite *orbiter = [CCSprite spriteWithFile:#"line.png" rect:CGRectMake(0, 0, 8, 8)];
[orbitAnchor addChild:orbiter z:0 tag:2];
orbiter.position = ccp(40,40);
[self scheduleUpdate];
Update method:
-(void) update:(ccTime)delta
{
CCNode* orbitAnchor = [self getChildByTag:1];
orbitAnchor.direction += 5;
}
From the image filename it looks like you're trying to draw a line from the orbitAnchor to the orbiter. You can do that with ccDrawLine:
-(void) draw
{
CCNode* orbitAnchor = [self getChildByTag:1];
CCNode* orbiter = [self getChildByTag:2];
ccDrawLine(orbitAnchor.position, orbiter.position);
}
Anchor points. Automatically, objects are placed based on the center of an object right? with anchor points you can move that around, so if you rotate the object it will rotate around the anchorpoint. http://www.qcmat.com/understanding-anchorpoint-in-cocos2d/
I just have a simple sprite - how can I get it to rotate?
A good answer would show how to rotate both a dynamic sprite and a static_mass sprite
If the sprite is dynamic / non-static, just do like so:
cpBodySetAngVel(ObjSmSprite.shape->body,0.25);
For a static body, you can do something like this:
[ObjSmStaticSprite.shape runAction:[CCRepeatForever actionWithAction:
[CCSequence actions:
[CCRotateTo actionWithDuration:2 angle:180],
[CCRotateTo actionWithDuration:2 angle:360],
nil]
]];
smgr.rehashStaticEveryStep = YES; //Setting this would make the smgr recalculate all static shapes positions every step
To Summarize, here is a spinning static sprite, following be spinning dynamic sprite.
// Add Backboard
cpShape *shapeRect = [smgr addRectAt:cpvWinCenter mass:STATIC_MASS width:200 height:10 rotation:0.0f ];// We're upgrading this
cpCCSprite * cccrsRect = [cpCCSprite spriteWithShape:shapeRect file:#"rect_200x10.png"];
[self addChild:cccrsRect];
// Make static object update moves in chipmunk
// Since Backboard is static, and since we're going to move it, it needs to know about spacemanager so its position gets updated inside chipmunk.
// Setting this would make the smgr recalculate all static shapes positions every step
// cccrsRect.integrationDt = smgr.constantDt;
// cccrsRect.spaceManager = smgr;
// Alternative method: smgr.rehashStaticEveryStep = YES;
smgr.rehashStaticEveryStep = YES;
// Spin the backboard
[cccrsRect runAction:[CCRepeatForever actionWithAction:
[CCSequence actions:
[CCRotateTo actionWithDuration:2 angle:180],
[CCRotateTo actionWithDuration:2 angle:360],
nil]
]];
// Add the hoop
cpShape *shapeHoop = [smgr addCircleAt:ccp(winSize.width/2.0f,winSize.height/2.0f - 55.0f) mass:1.0 radius: 50 ];
cpCCSprite * cccrsHoop = [cpCCSprite spriteWithShape:shapeHoop file:#"hoop_100x100.png"];
[self addChild:cccrsHoop];
cpBodySetAngVel(cccrsHoop.shape->body,0.25);
Disclaimer: I'm trying to answer my own question, and this answer might be missing important subtleties - it just represents what I know, so far.
If using cocos2d
use this code in tick to update positon all time _number1.position is the position you would update to, so when _number1 moves _logo2 will rotate to face it
_logo2.rotation = CC_RADIANS_TO_DEGREES(-ccpToAngle(ccpSub(_number1.position, _logo2.position)));
update _logo1 rotation by touch put this code in touch event handler
_logo2.rotation = CC_RADIANS_TO_DEGREES(-ccpToAngle(ccpSub(location, _logo2.position)));
use this as an action
[_logo2 runAction:[CCRotateTo actionWithDuration:0.0 angle:CC_RADIANS_TO_DEGREES(-ccpToAngle(ccpSub(location, _logo2.position)))]];
hope this helps someone took me ages to work it out