how to use 2 (or more) CCSpriteBatchNode's instances - cocos2d-iphone

I decided to have some practice with BatchNodes, but I'm stuck
here is some code:
[[CCSpriteFrameCache sharedSpriteFrameCache]addSpriteFramesWithFile:#"scene1atlas.plist"];
[[CCSpriteFrameCache sharedSpriteFrameCache]addSpriteFramesWithFile:#"CloudsAtlas.plist"];
sceneSpriteBatchNode = [CCSpriteBatchNode batchNodeWithFile:#"scene1atlas.png"];
cloudSpriteBatchNode = [CCSpriteBatchNode batchNodeWithFile:#"CloudsAtlas.png"];
[self addChild:sceneSpriteBatchNode z:20];
[self addChild:cloudSpriteBatchNode z:21];
SomeGameObject *gameObject = [[SomeGameObject alloc]
initWithSpriteFrameName:#"sv_anim_1.png"];
gameObject.texture=[sceneSpriteBatchNode texture];
[sceneSpriteBatchNode addChild:gameObject
z:1000 tag:kGameObjectTagValue];
*** Assertion failure in -[GameObject setTexture:]
How to set texture properly?

Related

Debug the SpriteSheet-Unpacker cocos2d project - Closed

[Solved] Guys, I found another tool on Mac app store named Plist Extractor that can help me do this. Thank you guys so so much!
I found this project on GitHub. It is a utility to unpack cocos2D sprite sheet used by cocos2d engine. After try reading and debugging this project, I cannot found any errors but it does not work as I expect. Particularly, it always generate blank images from sprite frame and save it to disk. So anyone please help me debug it. I also attach a sprite sheet for you guys to test.
Link to sprite sheet.
Try This SpriteSheetUnPacker its working with your sprite sheet.
Try this
#import "ExtractImagesFromTP.h"
[ExtractImagesFromTP createImagesFromTPPlist:#"sprite_sheet.plist"];
ExtractImagesFromTP Class
.h
#interface ExtractImagesFromTP : NSObject
+ (void)createImagesFromTPPlist:(NSString *)plist;
#end
.m
#implementation ExtractImagesFromTP
+ (NSDictionary *)getAllFrameFromPlist:(NSString *)plistFile
{
NSString *path = [[[NSBundle mainBundle] bundlePath] stringByAppendingPathComponent: plistFile];
NSDictionary *dictionary = [NSDictionary dictionaryWithContentsOfFile:path];
return [dictionary objectForKey: #"frames"];
}
+ (void)createPngFromSprite:(CCSprite *)sprite fileName:(NSString *)fileName
{
sprite.position = ccpMult(ccpFromSize(sprite.contentSize), 0.5);
[CCDirector sharedDirector].nextDeltaTimeZero = YES;
CCRenderTexture* render = [CCRenderTexture renderTextureWithWidth:sprite.contentSize.width height:sprite.contentSize.height];
[render begin];
[sprite visit];
[render end];
NSLog(#"Texture Name: %#", fileName);
[render saveToFile:fileName format:CCRenderTextureImageFormatPNG];
}
+ (void)createImagesFromTPPlist:(NSString *)plist
{
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile: plist];
NSDictionary *frameNames = [self getAllFrameFromPlist: plist];
for (NSString *frameName in frameNames)
{
CCSpriteFrame *frame = [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:frameName];
CCSprite *sprite = [CCSprite spriteWithSpriteFrame: frame];
[self createPngFromSprite:sprite fileName:frameName];
}
}
#end

Advanced Spritesheeting - using a spritesheet in multiple classes

So after taking a little break after being very frustrated for months on end with this issue, I am now back and attempting to solve my issue once and for all.
I’m not going to post code, because the code I have is messy and patchy and is from countless points of view.
My issue is this:
I have a sprite, and his information is stored in a class called player.m. I have a game level, and it is stored in GameLevelLayer.m
I have player.m store velocity, direction, and all the information about the character, and then I have the GameLevelLayer.m implement, move, use bounds to check collisions, etc.
I now want to make the character move using a spritesheet (I know how to do spritesheeting, I just don’t know how to do it while working with two different classes)
My question is, do I create the batchnodes and spritesheet information (CCBatchnodes, caches, etc) and all of the actions and everything in player.m, and then run them in GameLevelLayer.m? Or do I create all that in GameLevelLayer.m
I really need some help here because I’ve been stuck on this for months
EDIT:
Here is where I am, thanks to a suggestion from a community member.
This is my entire player.m (Long story short, I define everything about the player 'you might just want to pay attention to the init, because that seems to be the problem. The other stuff is my physics engine')
#import "Player.h"
#import "SimpleAudioEngine.h"
#import "GameLevelLayer.h"
#implementation Player
#synthesize velocity = _velocity;
#synthesize desiredPosition = _desiredPosition;
#synthesize onGround = _onGround;
#synthesize forwardMarch = _forwardMarch, mightAsWellJump = _mightAsWellJump, isGoingLeft = _isGoingLeft;
#synthesize WalkAction = _WalkAction;
#synthesize isMoving = _isMoving;
-(id)initWithTexture:(CCTexture2D *)texture{
if (self = [super init]) {
self.velocity = ccp(0.0, 0.0);
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile: #"BankerSpriteSheet_default.plist"];
CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNode batchNodeWithFile:#"BankerSpriteSheet_default.png"];
[self addChild:spriteSheet];
NSMutableArray *walkAnimFrames = [NSMutableArray array];
for(int i = 1; i <=6; ++i) {
[walkAnimFrames addObject: [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName: [NSString stringWithFormat:#"banker%d.png", i]]];
CCAnimation *walkAnim = [CCAnimation animationWithFrames:walkAnimFrames delay:0.1f];
self = [super initWithSpriteFrameName:#"banker1.png"];
self.WalkAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:walkAnim restoreOriginalFrame:NO]];
//[_Banker runAction:_WalkAction];
[spriteSheet addChild:self];
[[CCAnimationCache sharedAnimationCache] addAnimation:walkAnim name:#"walkAnim"];
}
}
return self;
}
-(void)update:(ccTime)dt {
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
[defaults synchronize];
CGPoint jumpForce = ccp(0.0, 310.0);
float jumpCutoff = 150.0;
if (self.mightAsWellJump && self.onGround) {
self.velocity = ccpAdd(self.velocity, jumpForce);
if (![defaults boolForKey:#"All Muted"]) {
if (![defaults boolForKey:#"SFX Muted"]) {
[[SimpleAudioEngine sharedEngine] playEffect:#"jump.wav"];
}
}
} else if (!self.mightAsWellJump && self.velocity.y > jumpCutoff) {
self.velocity = ccp(self.velocity.x, jumpCutoff);
}
CGPoint gravity = ccp(0.0, -450.0);
CGPoint gravityStep = ccpMult(gravity, dt);
CGPoint forwardMove = ccp(800.0, 0.0);
CGPoint forwardStep = ccpMult(forwardMove, dt);
self.velocity = ccp(self.velocity.x * 0.90, self.velocity.y); //2
if (self.forwardMarch) {
self.velocity = ccpAdd(self.velocity, forwardStep);
if (!self.isMoving) {
//[self runAction: _WalkAction];
//self.isMoving = YES;
}
} //3
CGPoint minMovement = ccp(0.0, -450.0);
CGPoint maxMovement = ccp(120.0, 250.0);
self.velocity = ccpClamp(self.velocity, minMovement, maxMovement);
self.velocity = ccpAdd(self.velocity, gravityStep);
CGPoint stepVelocity = ccpMult(self.velocity, dt);
if (!self.isGoingLeft) {
self.desiredPosition = ccpAdd(self.position, stepVelocity);
}else{
self.desiredPosition = ccp(self.position.x-stepVelocity.x, self.position.y+stepVelocity.y);
}
}
-(CGRect)collisionBoundingBox {
CGRect collisionBox = CGRectInset(self.boundingBox, 3, 0);
//CGRect collisionBox = self.boundingBox;
//collisionBox = CGRectOffset(collisionBox, 0, -2);
CGPoint diff = ccpSub(self.desiredPosition, self.position);
CGRect returnBoundingBox = CGRectOffset(collisionBox, diff.x, diff.y);
return returnBoundingBox;
}
#end
So now the issue is, how do i get the player to appear in the game like a normal sprite, and then how do I run the animations when the player begins to move forward
Your game architecture is very good! Keep player properties on player and use GameLayer only to send player actions is the best approach.
If your Player Class extends from CCSprite, put everithing related to player in your Player Class: Run animations on it, load the cache on player constructor (use the CCSprite initWithTexture:rect:rotated: or a custom autorelease constructor, like a +(id)player ).
Then, in your GameLevelLayer you will need a CCSpriteBatchNode to add your player to it. You can use this batch node to add other objects that use same spritesheet.
EDIT:
Reviewing your code, your initWithTexture is wrong. The correct is to call [super initWithTexture:]:
-(id)initWithTexture:(CCTexture2D *)texture{
if (self = [super initWithTexture:texture]) {
Then, in your GameLevelLayer, create your player and add it to a CCSpriteBatchNode:
// *** In GameLevelLayer.m ***
// Create player
Player *player = [Player spriteWithFile:#"player.png"];
// Create batch node
CCSpriteBatchNode *batchNode = [CCSpriteBatchNode batchNodeWithTexture:player.texture];
// Add batch node as child
[self addChild:batchNode];
// Add player as batch node's child
[batchNode addChild:player];
// Set player position
player.position = ccp(100,100);
Your GameLevelLayer needs to do only this to create your Player. And when it detects user input, call methods like "jump", "moveRight", "moveLeft" in your player. Also detect collisions and send actions to player like "die", "getSpecialItem".
// *** In GameLevelLayer.m ***
[player jump];
[player die];
So, your player needs to handle these methods and performs its own logic to do the actions:
// *** In Player.m ***
- (void)moveRight
{
self.position = ccpAdd(self.position, ccp(10,0));
}

Cocos2d: Black screen when removing sprites

I'm currently doing the tutorial http://www.raywenderlich.com/25736/how-to-make-a-simple-iphone-game-with-cocos2d-2-x-tutorial .
I have a problem on the part that reacts to when a ninja star hits the monsters. My code is:
- (void)update:(ccTime)dt {
NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init];
for (CCSprite *projectile in _projectiles) {
NSMutableArray *monstersToDelete = [[NSMutableArray alloc] init];
for (CCSprite *monster in _monsters) {
if (CGRectIntersectsRect(projectile.boundingBox, monster.boundingBox)) {
[monstersToDelete addObject:monster];
}
}
for (CCSprite *monster in monstersToDelete) {
[_monsters removeObject:monster];
[self removeFromParentAndCleanup:YES];
}
if (monstersToDelete.count > 0) {
[projectilesToDelete addObject:projectile];
}
[monstersToDelete release];
}
for (CCSprite *projectile in projectilesToDelete) {
[_projectiles removeObject:projectile];
[self removeChild:projectile cleanup:YES];
}
[projectilesToDelete release];
}
which works okay, does not crash, but when I hit a monster with an projectile, the screen turns black on the simulator. No error or anything. I logged the CGRectIntersectRect, and it records as it is supposed to. The problem is that when this happens, it all turns black. Any idea why?
I looked at the tutorial, and the line i identified in the comments above reads :
[self removeChild:monster cleanup:YES];
Try that.
You're doing [self removeFromParentAndCleanup:YES] which removes your current layer from the parent. So you get a black screen.
You probably want to remove the child monster from the layer instead.

Animate CCSprite

I am newer to cocos2d and preparing my demo game. I am moving a sprite from right to left using just a single image like a bird image moving from left to right. But I want to animate that sprite through various images so that it may look like a flying bird. I don't know how to accomplish that.
Here is my code:
CCSprite *target = [CCSprite spriteWithFile:#"Target.png" rect:CGRectMake(0, 0, 27, 40)]
id actionMove = [CCMoveTo actionWithDuration:actualDuration position:ccp(-target.contentSize.width/2, actualY)];
id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:#selector(spriteMoveFinished:)];
[target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]];
For Animating particular sprite You would require sprite-sheet to be there in your Resource. You can create the Sprite-sheet from eitherTexture Packer OR Zwoptex Tools which I normally use.
Next you can implement the Below Code
CCSpriteBatchNode *sheet = [CCSpriteBatchNode batchNodeWithFile:#"drawing1-i3.png"]; // Png File Name
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"drawing1-i3.plist"]; // Plist File Name
[self addChild:sheet];
//Generating the Animation
NSMutableArray *arr_anim =[NSMutableArray array];
for(int i=1; i<30; i++) // i< number of frames in the plist File Name
{
NSString *str_fileNm = [NSString stringWithFormat:#"drawing1%d.png",i];
CCSpriteFrame *frame = [[CCSpriteFrameCache sharedSpriteFrameCache]spriteFrameByName:str_fileNm];
[arr_anim addObject:frame];
}
CCSprite *startAnim = [CCSprite spriteWithSpriteFrameName:#"drawing11.png"];
[startAnim setPosition:ccp(150,150)];
[self addChild:startAnim];
//Starting the Animation
CCAnimation *animation = [CCAnimation animationWithFrames:arr_anim delay:0.15f];
// id action =[CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:animation restoreOriginalFrame:YES]];
id action =[CCAnimate actionWithAnimation:animation restoreOriginalFrame:NO];
[startAnim runAction:action];
I think it would help you for creating the Animations.
Use the CCAnimation class.
In particular, use methods like animationWithFrames: and supply your images as an array.

Cocos2d move animation on a path

Is it possible in Cocos2d to create a move animation that would go on a specific path?
For example, how should I do if I need an object to move on an arc or full circle?
Regards!
Sure you can do this using :
ccBezierConfig bezier;
bezier.controlPoint_1 = ccp(320,0); // control point 1
bezier.controlPoint_2 =ccp(0,0); // control point 2
bezier.endPosition = ccp(endPoint.x,endPoint.y) ;
id bezierForward = [CCBezierTo actionWithDuration:3 bezier:bezier];
[ball runAction:bezierForward];
you can use ccBezier to move any node in curves :
Now Animation Part :
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"eggAnimation.plist"];
spriteSheet = [CCSpriteBatchNode batchNodeWithFile:#"eggAnimation.png"];
[gameBackgroundLayer addChild:spriteSheet];
eggAnimFrames = [NSMutableArray array];
for ( int i = 1; i <= 10; i++ )
{
[eggAnimFrames addObject:[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:[NSString stringWithFormat:#"%d.png", i]]];
}
rotateAnim = [CCAnimation animationWithFrames:eggAnimFrames delay:0.05f];
ball = [CCSprite spriteWithSpriteFrameName:#"1.png"];
ball.position=ccp(160,80);
rotateAction =[CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:rotateAnim restoreOriginalFrame:YES]];
[spriteSheet addChild:ball];
Reference Links : http://www.raywenderlich.com/1271/how-to-use-animations-and-sprite-sheets-in-cocos2d
http://www.math.ubc.ca/~cass/gfx/bezier.html