When i run this code application crashes.
#import "HelloWorldLayer.h"
CCSprite *background,*ball;
CGSize size;
#define PTM_RATIO 32
#implementation HelloWorldLayer
-(id) init
{
if( (self=[super init])) {
size=[[CCDirector sharedDirector]winSize];
background=[CCSprite spriteWithFile:#"Terrain.png"];
background.position=ccp(size.width/2, size.height/2);
[self addChild:background];
b2Vec2 gravity=b2Vec2(0.0f,-10.0f);
world=new b2World(gravity);
b2BodyDef groundDef;
groundDef.position.Set(0,0);
groundBody=world->CreateBody(&groundDef);
b2EdgeShape groundEdge;
b2FixtureDef groundBodyFixtureDef;
groundBodyFixtureDef.shape=&groundEdge;
groundEdge.Set(b2Vec2(0,0), b2Vec2(size.width/PTM_RATIO,0));
groundBody->CreateFixture(&groundBodyFixtureDef);
groundEdge.Set(b2Vec2(0,size.height/PTM_RATIO), b2Vec2(size.width/PTM_RATIO,size.height/PTM_RATIO));
groundBody->CreateFixture(&groundBodyFixtureDef);
groundEdge.Set(b2Vec2(size.width/PTM_RATIO,0), b2Vec2(size.width/PTM_RATIO,size.height/PTM_RATIO));
groundBody->CreateFixture(&groundBodyFixtureDef);
groundEdge.Set(b2Vec2(0,0), b2Vec2(0,size.height/PTM_RATIO));
groundBody->CreateFixture(&groundBodyFixtureDef);
ball=[CCSprite spriteWithFile:#"ball1.png"];
ball.position=ccp(200, 300);
[self addChild:ball];
b2BodyDef ballBodyDef;
ballBodyDef.type=b2_dynamicBody;
ballBodyDef.position.Set(200/PTM_RATIO, 300/PTM_RATIO);
ballBodyDef.userData=&ball;
ballBodyDef.fixedRotation=true;
ballbody=world->CreateBody(&ballBodyDef);
b2CircleShape ballShape;
ballShape.m_radius=ball.contentSize.width/PTM_RATIO/2;
b2FixtureDef ballBodyFixture;
ballBodyFixture.shape=&ballShape;
ballBodyFixture.density=20.0f;
ballBodyFixture.friction=0.0f;
ballBodyFixture.restitution=1.0f;
ballbody->CreateFixture(&ballBodyFixture);
[self schedule:#selector(tick:)];
}
return self;
}
-(void)tick:(ccTime)dt
{
world->Step(dt, 10, 10);
for(b2Body *b=world->GetBodyList();b;b=b->GetNext())
{
if(b->GetUserData()!=NULL)
{
CCSprite *balldata=(CCSprite *)b->GetUserData();
NSLog(#"Inside if");
balldata.position=ccp(b->GetPosition().x*PTM_RATIO, b->GetPosition().y*PTM_RATIO); // When control comes on this line that time application crash
ball1.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle());
}
}
}
-(void) dealloc
{
[super dealloc];
}
#end
I know this code is true and i was use this code so many time but in my current application this code stop debugging and gives error like this.
-(void) update: (ccTime) dt
{
if( elapsed == - 1)
elapsed = 0;
else
elapsed += dt;
if( elapsed >= interval ) {
impMethod(target, selector, elapsed); // EXC_BAD_ACCESS
elapsed = 0;
}
}
This code is in CCTime class.
In my code i am not using update method so why this error occur????
Please help me.This is a silly error but can not understand why they come...
Thanks
When you try to get the userdata associated with your body:
CCSprite *balldata=(CCSprite *)b->GetUserData();
It is likely that balldata would be null here, which subsequently causes the crash in the next statement.
Why null? Because, earlier on, when you were setting your userdata, you passed &ball (this will get you a pointer to a pointer!) instead of just ball (already a pointer to your required CCSprite object) to the body definition. So, simply change that assignment to:
ballBodyDef.userData=ball; //not &ball
Related
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));
}
I'm developing a very simple game. Here's my enemy class named Machine's behavior code:
#import "Machine.h"
#implementation Machine
+(id)machineWithWorld:(b2World*)world position:(CGPoint)pos
{
return [[[self alloc] initWithWorld:world position:pos] autorelease];
}
-(id)initWithWorld:(b2World*)world position:(CGPoint)pos
{
if(self = [super initWithShape:[AppDelegate renameFrameForIpad:#"machine"] inWorld:world])
{
size = [CCDirector sharedDirector].winSize;
self.body->SetTransform([Helper toMeters:pos], 0.0);
self.body->SetType(b2_staticBody);
safetyCounter = 5;
[self schedule:#selector(machineSafetyCounter)];
movementWidthInMeters = (size.width-self.contentSize.width)/PTM_RATIO;
linearSpeed = 0.5;
[self schedule:#selector(startMoving) interval:1.5];
}
return self;
}
#pragma mark<Machine Behavior>
-(void)startMoving
{
[self unschedule:_cmd];
float distanceFromCenterInMeters = (size.width/2 - self.position.x)/PTM_RATIO;
float interval = ABS(distanceFromCenterInMeters/linearSpeed);
if(interval < 0.01f)
interval = 0.02f;
b2Vec2 motionDirection = (distanceFromCenterInMeters > 0.0f) ? b2Vec2(1.0, 0.0) : b2Vec2(-1.0, 0.0);
self.body->SetType(b2_kinematicBody);
self.body->SetLinearVelocity(linearSpeed*motionDirection);
[self schedule:#selector(startMotionFromBeginning) interval:interval-0.01];
CCLOG(#"startMoving distance-->%f, interval-->%f", distanceFromCenterInMeters, interval);
}
-(void)startMotionFromBeginning
{
[self unschedule:_cmd];
float interval = (movementWidthInMeters/2)/linearSpeed;
self.body->SetLinearVelocity(0.5*b2Vec2(1.0, 0.0));
[self schedule:#selector(moveRTL) interval:interval-0.01];
[self schedule:#selector(checkIfHelmetIsBelowMachine) interval:0.1];
CCLOG(#"startMotionFromBeginning interval-->%f", interval);
}
-(void)moveRTL
{
[self unschedule:_cmd];
float interval = movementWidthInMeters/linearSpeed;
self.body->SetLinearVelocity(0.5*b2Vec2(-1.0, 0.0));
[self schedule:#selector(moveLTR) interval:interval-0.01];
CCLOG(#"moveRTL interval-->%f", interval);
}
-(void)moveLTR
{
[self unschedule:_cmd];
float interval = movementWidthInMeters/linearSpeed;
self.body->SetLinearVelocity(0.5*b2Vec2(1.0, 0.0));
[self schedule:#selector(moveRTL) interval:interval-0.01];
CCLOG(#"moveLTR interval-->%f", interval);
}
-(void)checkIfHelmetIsBelowMachine
{
[self unschedule:_cmd];
Helmet* helmet = (Helmet*)[[[[[CCDirector sharedDirector] runningScene] children] objectAtIndex:0] getChildByTag:kTagHelmet];
float helmetPosX = helmet.position.x;
if((self.position.x > helmetPosX) && (self.position.x < helmetPosX+helmet.contentSize.width))
{
[self unscheduleAllSelectors];
[self schedule:#selector(machineSafetyCounter) interval:0.1];
[self schedule:#selector(startMovingDownwards) interval:0.0];
return;
}
[self schedule:_cmd interval:0.1];
}
-(void)startMovingDownwards
{
[self unschedule:_cmd];
self.body->SetLinearVelocity(0.25*b2Vec2(0.0, -1.0));
[self schedule:#selector(stopMovingDownwards) interval:1.0];
CCLOG(#"startMovingDownwards");
}
-(void)stopMovingDownwards
{
[self unschedule:_cmd];
self.body->SetLinearVelocity(b2Vec2(0.0, 0.0));
[self schedule:#selector(startMoving) interval:0.2];
CCLOG(#"stopMovingDownwards");
}
All I have done is following:
1) The body is static initially and is positioned at ccp(size.width*0.5, size.height*0.75).
2) After 1.5 seconds, It becomes kinematic and starts moving with a linear speed of 0.5 m/s.
3) It checks it's current distance (from screen width center keeping height same), evaluates the time needed to reach that spot, and then starts moving in that direction horizontally.
4) After reaching that spot, it starts it's signature motion, it starts moving from Left to right, if at any time helmet(another game object) passes underneath it, it starts moving down and stops after 1.0 seconds, then whole cycle repeats.
5) It moves LTR & RTL until it starts to move down when it finds the helmet underneath it.
Now the problem is, sometimes the behavior is exactly same as expected.
And many many times, it starts moving upwards and I have never set the y bit for motion vector in positive direction.
After initializing the body, you should not change its bodyType. When you first make the body, set it as kinematic so you don't run into problems later when trying to change it. Is the body attached to a CCSprite? If so, you should make the class a subclass of CCSprite so you can use [super initWithFile:(NSString *) world:(b2World *)] or some method of your choosing to facilitate your endeavors.
So I am trying to do a levelup screen with pushscene/popscene. The pushscene works when it's a blank scene, but not when it's my scene that I want. My scene/layer loads completely with all images and text displaying their exact correct content. After all of the images load there is a EXC BAD ACCESS that doesn't seem to be linked to any particular message being sent. Any help or further diagnostic tests would be appreciated.
I have a version where I commented out the sprites and labels and it still crashes. Is there something big that I'm missing?
EDIT: I've added the [self = [super init]] and [super onEnter] methods and still same problem. It's something else. Any ideas?
EDITEDIT: I think this has something to do with the optionsArray I'm using, not sure what objects need to be retained. The array is a CCArray and contains NSDictionaries of differing capacities
#import "LevelupLayer.h"
#import "GameManager.h"
#implementation LevelupLayer
#synthesize optionsArray,spritesArray;
#synthesize confirmLabel;
#synthesize counter;
+(id) scene {
CCScene *scene = [CCScene node];
CCLayer* layer = [LevelupLayer node];
[scene addChild:layer];
return scene;
}
-(void)onEnter
{
counter = 1; // for debugging
//Detemine what levelups are possible
GameManager* gm = [GameManager sharedManager]; //GameManager is a helper that oversees communication between layers and plists
optionsArray = [gm possibleLevelups]; //Access plist and formats data into expected format
[optionsArray retain];
int numPossibilities = [optionsArray count];
//Build Levelup layer based on possible options
CGSize size = [[CCDirector sharedDirector] winSize];
//float positionIncrement = (size.width / numPossibilities) - ((size.width/numPossibilities) * 0.5);
float positionIncrement = (size.width / numPossibilities);
float stripWidth = size.width / numPossibilities;
for (int i = 0; i < numPossibilities; i++) {
int slot = i+1;
NSDictionary* optionDict = [optionsArray objectAtIndex:i];
NSString* name = [optionDict objectForKey:#"name"];
NSString* title = [optionDict objectForKey:#"title"];
NSString* description = [optionDict objectForKey:#"description"];
// Add the sprite
CCSprite* optionSpite = [CCSprite spriteWithSpriteFrameName:[NSString stringWithFormat:#"%#.png",name]];
[self addChild:optionSpite];
[spritesArray addObject: optionSpite];
optionSpite.position = CGPointMake(slot * positionIncrement, size.height*0.60);
[optionSpite setAnchorPoint:CGPointMake(0.5f, 0.5f)];
// Add the description
CCLabelBMFont *optionDescription = [CCLabelBMFont labelWithString:description fntFile:#"bodyFont.fnt" width:stripWidth alignment:kCCTextAlignmentCenter];
[self addChild:optionDescription];
optionDescription.position = CGPointMake(slot * positionIncrement, size.height*0.30);
[optionDescription setAnchorPoint:CGPointMake(0.5f, 0.5f)];
// Add the title
CCLabelBMFont *optionTitle = [CCLabelBMFont labelWithString:title fntFile:#"titleFont.fnt" width:stripWidth alignment:kCCTextAlignmentCenter];
[self addChild:optionTitle];
optionTitle.position = CGPointMake(slot * positionIncrement, size.height*0.90);
[optionTitle setAnchorPoint:CGPointMake(0.5f, 0.5f)];
}
[self scheduleUpdate]; //Update only prints counter to see how many frames it lasts
}
-(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
return YES;
}
-(void) update:(ccTime)delta
{
CCLOG(#"counter: %d",counter);
counter++;
}
-(void) onExit
{
[optionsArray release];
}
#end
`
i don't see any [super onEnter]; or [super init] or anything like that ...that's your problem
First add [super onEnter] on the first line in onEnter.
Second add an init method like this:
-(id)init{
if (self=[super init]){}
}
Third add [super onExit] at the end of your onExit method
I figured it out, it wasn't anything to do with the code I posted, so sorry about that. It was just a stupid release call to a non-retained array. Retained the array previously and it worked fine. Sorry about crying wolf
My problem is that animation are not working properly during movements of sprite.
Below is the code which i'm using
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
[selSprite resumeSchedulerAndActions];
CGPoint touchLocation = [self convertTouchToNodeSpace:touch];
[self selectSpriteForTouch:touchLocation];
return TRUE;
}
- (void)selectSpriteForTouch:(CGPoint)touchLocation
{
CCSprite * newSprite = nil;
for (CCSprite *sprite in movableSprite) {
if (CGRectContainsPoint(sprite.boundingBox, touchLocation)) {
newSprite = sprite;
break;
}
}
if (newSprite != selSprite) {
[selSprite stopAllActions];
selSprite = newSprite;
_MoveableSpritetouch = TRUE;
}
if(_MoveableSpritetouch==TRUE)
{
movement=0;
CGRect selRect=CGRectMake((SpriteX)-20.0,(SpriteY)-20.0,40.0,40.0);
if(CGRectContainsPoint(selRect, touchLocation))
{
[selSprite stopAllActions];
}
if((selSprite==MarshallCar)&& (!(CGRectContainsPoint(selRect, touchLocation))))
{
movement=1;
[self reorderChild:selSprite z:5];
NSMutableArray *MarshallCarWalkAnimFrames = [NSMutableArray array];
for(int i = MarshallCarTouchStartFrameIndex; i <= MarshallCarTouchEndFrameIndex; ++i) {
[MarshallCarWalkAnimFrames addObject:[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:[NSString stringWithFormat:#"mcar_move_%d.png", i]]];
}
MarshallCarWalkAnim = [CCAnimation animationWithFrames:MarshallCarWalkAnimFrames delay:MarshallCarTouchFrameDelay];
walkMarshallCar = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:MarshallCarWalkAnim restoreOriginalFrame:NO]];
[selSprite runAction:walkMarshallCar];
}
}
}
- (void)ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event {
if(gameState == TRUE){
CGPoint point = [touch locationInView:[touch view]];
point = [[CCDirector sharedDirector] convertToGL:point];
if (moveDifference.x>0)
{
selSprite.flipX = YES;
}
else {
selSprite.flipX = NO;
}
[selSprite setPosition:point];
}
}
-(void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event
{
movement=0;
if(selSprite==MarshallCar)
{
[selSprite setDisplayFrame:[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:#"mcar_idle.png"]];
}
[selSprite pauseSchedulerAndActions];
}
The animation frames for movement are not playing every time during movements sometimes it plays or sometimes not. It plays properly when you touch and move your sprite for the first time but if touch another sprite and then again move the previous sprite the animations for movement won't play.
Is anyone having any idea why this is happening?
Please tell me the proper code for removing this bug.
Thanks!!!
I believe your problem is the if/else if construct:
if (_MoveableSpritetouch==TRUE)
{
CGRect selRect = CGRectMake(SpriteX - 20, SpriteY - 20, 40, 40);
if(CGRectContainsPoint(selRect, touchLocation))
{
[selSprite stopAllActions];
}
else if(...)
{
...
[selSprite runAction:walkMarshallCar];
}
}
If you don't see it right away: if the touch location is inside the selRect, you call stopAllActions on the selected (new) sprite and do nothing else. Only if the touch location is not within that rectangle you'll run the animation action.
I think the "in rectangle" check is superfluous since you've already called stopAllActions anyway a few lines above.
Allow me a few general remarks about your code:
The method "selectSpriteForTouch" tells me that you're selecting a new sprite. The function does that. But it does not advertise playing an animation. You might want to refactor this out to a seperate "playAnimationOnSelectedSprite" method.
You wrote 20.0 and 40.0 several times. This means you're actually passing a double (8 bytes floating point data type) to a CGPoint which takes floats (4 bytes floating point). Strictly speaking use either 20.0f with the suffixed "f" to denote it as a floating point data type, or use integers since you don't use the floating point part.
Why you put (SpriteX) in brackets is not clear to me, if you want to enhance readability you'll achieve more by adding spaces after commas and operands.
In Objective-C, use YES and NO macros instead of TRUE and FALSE.
The bool variable _MoveableSpritetouch seems superfluous, unless needed someplace else. In any case you should move the following if(_MoveableSpritetouch==TRUE) block to where you set the _MoveableSpritetouch variable to TRUE because it just makes your code harder to read by setting a variable, leaving the code block you were in ( if(selSprite != newSprite) ) just to jump into another block of code ( if(_MoveableSpritetouch==TRUE) ) that you already know you're going to run anyway.
if((selSprite==MarshallCar)&& (!(CGRectContainsPoint(selRect, touchLocation))))
{
movement=1;
[self reorderChild:selSprite z:5];
NSMutableArray *MarshallCarWalkAnimFrames = [NSMutableArray array];
for(int i = MarshallCarTouchStartFrameIndex; i <= MarshallCarTouchEndFrameIndex; ++i) {
[MarshallCarWalkAnimFrames addObject:[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:[NSString stringWithFormat:#"mcar_move_%d.png", i]]];
}
MarshallCarWalkAnim = [CCAnimation animationWithFrames:MarshallCarWalkAnimFrames delay:MarshallCarTouchFrameDelay];
walkMarshallCar = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:MarshallCarWalkAnim restoreOriginalFrame:NO]];
[selSprite runAction:walkMarshallCar];
}
I have added [selSprite stopAllActions];
and it started working correctly because in the touch ended method i was pausing the actions
but not resuming them so when i touch the sprite for the second time it was not playing animation because the action was paused.
I am trying to preload an animation in the init method of my layer. I then call the animation if the screen is touched. The app crashes with no error message as soon as I touch the screen and seems it is to do with calling the preloaded animation. I would like to do it this way as it seems expensive to create the animation every time the screen is touched - which does seems to work though. Any tips greatly appreciated.
Sample Code:
In my header:
#interface Test : CCLayer {
NSMutableArray *wake;
CCSprite* ani;
CCAnimate *animate;
}
#end
In my implementation:
-(id) init {
if( (self=[super init])) {
// enable touches
self.isTouchEnabled = YES;
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"ani.plist" texture:[[CCTexture2D alloc] initWithImage:[UIImage imageNamed:#"ani.png"]]];
ani = [CCSprite spriteWithSpriteFrameName:#"ani1.png"]; //comes from .plist file
ani.anchorPoint=ccp(0,0);
ani.position = ccp(700,65);
[self addChild:ani z:30];
wake = [NSMutableArray array];
for(int i = 1; i <= 4; i++) {
[wake addObject:[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:[NSString stringWithFormat:#"ani%d.png",i]]];
}
animate = [CCAnimate actionWithAnimation:[CCAnimation animationWithFrames:wake delay:1.0f] restoreOriginalFrame:FALSE];
}
return self;
}
Handling the touch:
- (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
// run the animation
[ani runAction:animate];
}
Animations in Cocos2d are not designed to be reused. You need to create a new one every time.
Problem solved by creating properties for the array and animation on the class using nonatomic,retain.
You only need to retain the animation but the array can be local.
self.myAnimation = [[CCAnimation animationWithFrames:myAniFramesArray delay:0.1f] retain];
Remember to make the property nonatomic, retain as stated by Chev and to release any objects you retain in the appropriate dealloc method.