How to reset the SneakyJoyStick back to its centered position? - cocos2d-iphone

I need to know how to reset the SneakyJoyStick back to its original centered position. The problem that I'm having is I have the joystick controlling my player and when the player reaches a door tile on a TMX map I have it push the new scene/map, problem occurs when I try to leave the new scene/map because when I pop the scene (to get back to the first scene) the joystick is still stuck in the direction of the door so it pushes me in again so I essentially cannot leave the room. I think it has something to do with the fact that thats where I was last touching the screen so maybe I need to clear touches or something?

I found a workaround if others had the same question, in SneakyJoystick.h if you change #property (nonatomic, readonly) CGPoint velocity; to #property (nonatomic, readwrite) CGPoint velocity; then you can JoyStickName.velocity = CGPointZero; to reset the velocity.
Changing #property (nonatomic, readonly) CGPoint stickPosition; in SneakyJoystick.h to #property (nonatomic, readwrite) CGPoint stickPosition; then using JoyStickName.stickPosition = CGPointZero; will reset the actual 'stick' image.

Related

Cocos2d animation on sprite and detect contact on him

I know how to detect contact on all of my sprites that on screen .
I also know how to run animation forever on a sprite .
But when puting together the code for animation, with sprite sheet- you dont actually add the sprite as a child, but ONLY the sprite-sheet, than the sprite is a child of the sprite-sheet.
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"parrot.plist"];
CCSpriteBatchNode *spriteSheet = [ CCSpriteBatchNode batchNodeWithFile:#"parrot.png"];
fireBall=[CCSprite spriteWithSpriteFrameName:#"parrot1.png"];
fireBall.position=point;
[spriteSheet addChild:fireBall];
[self addChild:spriteSheet];
//here animation action perform on fireBall
In that case when looking for the fireBall for contact detection - you cant find him because he is not added as a child of the scene ,but of the sprite sheet.
How can i detect that sprite later on my code ? or there is another constellation to set the sprite sheet ?
thanks
You can get your fireBall sprite normally, like any other sprite...
There's some ways:
1) Create a property for your fireBall sprite:
#property (nonatomic, retain) CCSprite *fireBall;
And create and use it using self.fireball:
self.fireBall=[CCSprite spriteWithSpriteFrameName:#"parrot1.png"];
...
CGPoint fireBallPosition = self.fireBall.position;
2) Add fireBall as child on spriteSheet using tag, and get it back using the same tag.
[spriteSheet addChild:fireBall z:0 tag:1];
...
theFireBall = [spriteSheet getChildByTag:1];
But keep in mind that the fireBall position is relative of their parent, spriteSheet. So, if you move spriteSheet, you will also move spriteSheet.

CCAction in box2d world

i'm newbie to both cocos2d and box2d and i've been struggling for two days with this problem : i have a scene with many sprites dropping down (with bodies attached to them). and i have a BackgroundLayer from which i add my background image into the scene (which is not involded into the physics simulation). In my backgroundLayer i'm trying to perform an action on a sprite :
(it blink in the first position and jump directly to the end position )
id flyBubble = [CCEaseInOut actionWithAction:[CCMoveTo actionWithDuration:0.7 position:randomEndPosition]];
but my sprite doesn't respond at all to this action!! my sprite doesn't have any b2body attached and seems like it respond to the tick: method of the physics world (which is in my Main Scene). How can i perform an action to a sprite that doesn't have a b2body attached.
any help would be appreciated!!! thanks
here is the entire code :
CCSprite *bubble = [CCSprite spriteWithFile:#"bubble.png"];
[self addChild:bubble];
CGPoint startPosition = ccp(100, 100);
bubble.position = startPosition;
CGPoint endPosition = ccp(400, 400);
id flyBubble = [CCEaseInOut actionWithAction:[CCMoveTo actionWithDuration:0.7 position:randomEndPosition]];
id remove = [CCCallBlockN actionWithBlock:^(CCNode *node) {
[self removeFruit:(CCSprite *)node];
}];
[bubble runAction:[CCSequence actions:flyBubble, remove, nil]];
I guess source and destination position of sprite is same. So no difference in action.
try like this..
sprite.position = ccp(0,0);
id flyBubble = [CCMoveTo actionWithDuration:0.7 position:randomEndPosition];
[sprite runAction:flyBubble];
i did a little mistake that costs me lot of times. it was in this line of code
id flyBubble = [CCEaseInOut actionWithAction:[CCMoveTo actionWithDuration:0.7 position:randomEndPosition]];
CCEaseInOut doesn't work i don't know why!! when i used CCEaseExponentialInOut it worked perfectly.
Thanks anyway!

Best way for z-ordering sprites on isometric map with cocos2d

after few headaches i figured out that using CCSpriteBatchNode with cocos2d olny allows to z-order sprites added to it as child (which is obvious, now i see..)
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"token_default.plist"];
CCSpriteBatchNode *tokenSpriteSheet = [CCSpriteBatchNode batchNodeWithFile:#"token_default.png"];
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"objects_default.plist"];
CCSpriteBatchNode *objectsSpriteSheet = [CCSpriteBatchNode batchNodeWithFile:#"objects_default.png"];
CCSprite *token = [[[CCSprite alloc] initWithSpriteFrameName:#"token_SE.png"] autorelease];
[token setPosition:tokenSpawnPoint];
CCSprite *enemy = [[[CCSprite alloc] initWithSpriteFrameName:#"token_blak_SE.png"] autorelease];
[enemy setPosition:enemySpawnPoint];
CCSprite *houseA = [[[CCSprite alloc] initWithSpriteFrameName:#"house_small.png"] autorelease];
[houseA setPosition:[self randomHousePosition]];
CCSprite *houseB = [[[CCSprite alloc] initWithSpriteFrameName:#"house_big.png"] autorelease];
[houseB setPosition:[self randomHousePosition]];
[tokenSpriteSheet addChild:token];
[tokenSpriteSheet addChild:enemy];
[objectsSpriteSheet addChild:houseA];
[objectsSpriteSheet addChild:houseB];
and since i have to add them to the display list as follows..
[_isoMap addChild:objectsSpriteSheet];
[_isoMap addChild:tokenSpriteSheet];
there is no way i can change the z-order of single tokens between other houses...
they will be always rendered over the house until i change the order of these batch nodes
btw, i can "merge" all sprites' arts in one big single batch node... doing so it became possible to order sprites using sprite's coordinates
[fullSpriteSheet reorderChild:token z:token.position.y];
i'm a little stuck with it...... is there a way to achieve that, having different sprite bacth nodes? or is possible to programmatically merge two batchnodes? (or something like that)
i found KnightFight, a really interesting open project on github by LozArcher.. he used CCSpriteFrame and CCSprite's setDisplayFrame method, instead of batch nodes... but i can't run it since it seems to be an older version of cocos2d (apparently not working with xcode 4)
i found out that changing the vertexZ property of a CCNode (like a CCSprite) it actually changes its Z position (so it will be slightly bigger/smaller, and also translated)
so, in order to arrange on z-index CCSprites with different spriteSheet i had to use reorderChild method (to just change the rendering order) and mostly i need NOT TO USE CCSpriteBatchNode..
after a little refactoring of the above example, i should have:
CCSprite *token = [CCSprite spriteWithSpriteFrameName:#"token_SE.png"];
[token setPosition:tokenSpawnPoint];
CCSprite *enemy = [CCSprite spriteWithSpriteFrameName:#"token_blak_SE.png"];
[enemy setPosition:enemySpawnPoint];
CCSprite *houseA = [CCSprite spriteWithSpriteFrameName:#"house_small.png"];
[houseA setPosition:[self randomHousePosition]];
CCSprite *houseB = [CCSprite spriteWithSpriteFrameName:#"house_big.png"];
[houseB setPosition:[self randomHousePosition]];
[_isoMap addChild:token];
[_isoMap addChild:enemy];
[_isoMap addChild:houseA];
[_isoMap addChild:houseB];
i also added each sprite to a NSMutableArray
and then in a for loop (inside the update scheduled method):
CCSprite *sprite = [mySpritesArray objectAtIndex:i];
[_isoMap reorderChild:sprite z:(_isoMap.mapSize.height - sprite.y)];
hope this could help someone :)
I still think that is not better solution,
if your objects on map are moving dynamically, you can still stuck in z order issues.
I know its very old post, and people keep coming here by google search,
so I am posting solution here.
float lowestZ = tilemap.map.width +tilemap.map.height ;
float currentZ = self.gridLocation.x + self.gridLocation.y ;
int zOrderDecided = lowestZ + currentZ - 1 ;
[self.parent reorderChild:self z:zOrderDecided];
Set the Sprites Z order to it's Y position on the map. Reorder your dynamic sprites in an update loop. Calculate the Z order using the Sprites current Y position and the visible height of the map.
void LocalGameController::SetZOrderForObject(cocos2d::Sprite *object){
int objectZOrder = visibleSize.height - object->getPositionY();
context->reorderChild(object, objectZOrder);
}

Object Order in CCLayer ( cocos2d-iphone )

I initialize my CCLayer using the following init code:
- (id)init {
if((self=[super init])) {
UIImagePickerController *picker = [[UIImagePickerController alloc] init];
picker.delegate = self;
picker.sourceType = UIImagePickerControllerSourceTypeCamera;
picker.wantsFullScreenLayout = YES;
picker.allowsEditing = NO;
picker.showsCameraControls = NO;
picker.navigationBarHidden = YES;
picker.toolbarHidden = YES;
picker.cameraViewTransform= CGAffineTransformMakeScale(1.3, 1.33);
[[[CCDirector sharedDirector] openGLView] addSubview:picker.view];
CCSprite *gold = [CCSprite sprite];
gold.position = ccp(150, 150);
[self addChild:gold];
}
return self;
}
The CCSprite was above the camera view before the camera shutter opens, but when the shutter opens, the CCSprite is overlapped by the camera.
Can I rearrange the order of these 2 objects / put the camera view to the back ?
Not without some extra work.
To understand this you have to consider that you're adding the camera view to the openGLView by Cocos2D. This makes the camera view a "child" view of the Cocos2D view. This is similar to adding a child node to a CCScene or CCLayer, and then wanting to have that node drawn behind the scene or layer. You can't do this without changing the way the view hierarchy is setup.
So you will have to modify Cocos2D's startup so that the openGLView is not added to the UIWindow directly, but to another UIView.
UIView* dummyView = [[UIView alloc] initWithFrame:[window bounds]];
[dummyView autorelease];
[dummyView addSubview:[CCDirector sharedDirector].openGLView];
rootViewController.view = dummyView;
You can then add the camera view to the dummyView (not the openGLView or you'll have the same problem as before) and perform sendSubviewToBack on it so that it is in the background.
You will also have to initialize the OpenGL view of Cocos2D with kEAGLColorFormatRGBA8 pixelFormat in order to provide an alpha channel.
EAGLView* glView = [EAGLView viewWithFrame:[window bounds]
pixelFormat:kEAGLColorFormatRGBA8
depthFormat:0
preserveBackbuffer:NO
sharegroup:nil
multiSampling:NO
numberOfSamples:0];
You also need to make the openGLView transparent:
[CCDirector sharedDirector].openGLView.opaque = NO;
Of course this only works if you don't render anything fullscreen on the cocos2d view. For example, if you provide a fullscreen background image for your Cocos2D view, nothing will show up because the background image is rendered on top of the camera view.
You can find a more detailed explanation in the second edition of my book. You can also download the book's source code from that link and see the examples of chapter 15. Or download Kobold2D and use the provided Cocos2D-With-UIKit-Views template project.

How to transfer a CCSprite from one parent to another?

I have a CCSprite called sprite that is a child of a CCLayer called movingLayer that is itself a child of the current CCLayer running my game logic, so it is self in this case. movingLayer is moving back and forth across the screen in a repeat forever action and sprite is riding along on it. I want to get sprite to "get off" of movingLayer and "get on" to self where it can do some actions of its own.
When I try to do this, I need to tell movingLayer to remove sprite and self to add sprite. This is what I did...
- (void)attack:(id)sender
{
[sprite stopAllActions];
[movingLayer removeChild:sprite cleanup:YES];
[self addChild:sprite z:1];
CGFloat distance = ccpDistance(sprite.position, ccp(sprite.position.x, -sprite.contentSize.height/2));
id goDown = [CCMoveTo actionWithDuration:distance/moveDuration position:ccp(sprite.position.x, -sprite.contentSize.height/2)];
id repeatDown = [CCRepeatForever actionWithAction:[CCSequence actions:[CCMoveTo actionWithDuration:0 position:ccp(sprite.position.x, sprite.contentSize.height/2+self.contentSize.height)], [CCMoveTo actionWithDuration:moveDuration position:ccp(sprite.position.x, -sprite.contentSize.height/2)], nil]];
id attackAction = [CCSequence actions:goDown, repeatDown, nil];
[sprite runAction:attackAction];
}
I think stopAllActions is redundant, but that's not the problem. If I remove sprite from movingLayer before adding it to self I crash for accessing a zombie, and if I try to add it to self first, I crash for trying to add something already added.
Have you tried setting cleanup to NO?
Alternatively, try to retain sprite before you remove it from movingLayer, then release it when you're done with it:
[sprite retain];
[movingLayer removeChild:sprite cleanup:YES];
[self addChild:sprite z:1];
[sprite release];