How to move a sprite without using actions? - cocos2d-iphone

I am a new user of cocos. I want to move my ccSprite from one point to another which can be achieved using ccMoveto, but can we achieve it using a schedule method as well?
Thanks in advance.

For using with the Schedule Method you can use the following code
[self schedule:#selector(moveAction1:)]; // This code goes wherever you need to start scheduling
-(void) moveAction1 : (ccTime) dt
{
[spriteName setPosition:ccp(xPosition,yPosition)];
xPosition += 0.1f;
yPosition += 0.1f
if(xPosition == 320)
[self unschedule:#selector(moveAction1:)];
}
The Above Code would work for you.
I Would highly recommend to use the ccMoveTo instead of this code.

Related

cocos2d - Sprite doesn't show properly

I am using cocos2dx v3.11.1 with c++ to create simple game for iOS platform. But I run into strange issue with sprite movement.
Definition of main objects looks like that:
Sprite *logoBackSprite;
SpriteFrameCache *cache;
SpriteBatchNode *batchNode;
I create sprite from the plist like that:
cache = SpriteFrameCache::getInstance();
cache->addSpriteFramesWithFile("game_sprites1.plist");
batchNode = SpriteBatchNode::create("game_sprites1.png");
addChild(batchNode);
logoBackSprite = Sprite::createWithSpriteFrameName(fileName);
logoBackSprite->setPosition(Vec2(centerPoint.x-4, centerPoint.y + 200-43));
addChild(logoBackSprite, 0);
After that I call function which must perform simple moving animation for sprite. Code of this function looks like that:
void MainMenuScene::playMenuAnimations() {
float startDelay = 0.0f;
auto windowSize = Director::getInstance()->getVisibleSize();
Point centerPoint = Vec2(windowSize.width/2, windowSize.height/2);
logoBackSprite->stopAllActions();
logoBackSprite->setOpacity(0);
logoBackSprite->runAction(Sequence::create(DelayTime::create(startDelay + 0.5 + 0.75),
FadeTo::create(0.5f, 255),
nullptr));
}
But when I run application - nothing happens. Could you point me what I am making wrong? Thank you.
EDIT After few hours of experiments, I have noticed, that runAction method of sprite objects doesn't work. For example, I have created vector of sprite frames and I want to run animation. When I run application I can see this sprite, but animation still does not work. Maybe, I missed smth important?
EDIT2
Today I have noticed that any action works prefect on previous scene.
Issue solved. Problem was in bad configuration of scene where I want to run animations.
I should override onEnter() and onExit() methods. In onEnter() method of scene I call
Layer::onEnter();
Also in scene class I create init() method like that:
bool MainMenuScene::init() {
if ( !Layer::init() )
{
return false;
}
return true;
}
And animation runs perfectly!

cocos2d v3 chipmunk collision method not firing

ok so i've been messing around with chipmunk a bit, and i can get two sprites to bounce off of each other, but when i try to use the following method, it never fires,
-(BOOL)ccPhysicsCollisionBegin:(CCPhysicsCollisionPair *)pair tower:(CCNode *)nodeA BG:
(CCNode *)nodeB
{
NSLog(#"HELLO");
return YES;
}
Heres where I create the physics node:
_physics = [CCPhysicsNode node];
_physics.debugDraw = YES;
[self addChild:_physics z:1];
_physics.collisionDelegate = self;
I use this code to create the first sprite:
background = [CCSprite spriteWithImageNamed:gameLevelImage];
[background setPosition:ccp(winSize.width/2,winSize.height/2)];
background.physicsBody.collisionType = #"BG";
background.physicsBody = [CCPhysicsBody bodyWithCircleOfRadius:50 andCenter:self.position];
and this for the other :
tower = [[TowerType alloc] initWithTheGame:self location:ccp(winSize.width/2, winSize.height/2)];
[towers addObject:tower];
[self MenuItemsVisible];
tower.physicsBody = [CCPhysicsBody bodyWithCircleOfRadius:50 andCenter:tower.position];
tower.physicsBody.collisionType = #"tower";
I also have the protocol in the h file.
if anyone knows whats happening help would be greatly appreciated. (:
First of all, are both bodies under the same CCPhysicsNode?
Second, ccPhysicsCollisionBegin is just called when the collision BEGIN, so as both of your bodies are one over the other and they aparenttly will move together due to gravity the collision will never begin, because they started colliding. The cycle for collision evaluation is:
ccPhysicsCollisionBegin: called once both bodies start colliding
ccPhysicsCollisionPreSolve: called every frame update, before physics calculations
ccPhysicsCollisionPostSolve : called every frame, after physics calculations
ccPhysicsCollisionSeparates: called once they separate
Make sure your sprites are allocated properly before you try to set the collisionType. That was the issue for me in my similar case.

Moving Box2d Bodies Like CCSprite Objects

In cocos2d, you can ease in CCSprites and move them around in all kinds of ways. Most importantly - they can have easing in/out. For most games this is desirable for smooth movement etc.
id action = [CCMoveTo actionWithDuration:dur position:pos];
move = [CCEaseInOut actionWithAction:action rate:2];
[self runAction: move];
When moving a box2d body, the sprite attached to it is updated after the box2d step(). Moving the sprite and then updating the body is not an option here, as it entirely defeats the purpose of the physics framework.
So the other option, which I have successfully implemented, is to calculate the displacement, velocity and acceleration of a sprite by treating it as a mechanics entity in its own right. Each time I call my update() on the sprite so the character can decide where to move etc, my superclass also stores the previous position and velocity. These are stored as box2d compliant values by dividing by the PTM_RATIO.
In the subclass of CCSprite, called FMSprite:
-(CGPoint) displacement {
return ccpSub(self.position, lastPos);
}
-(b2Vec2) getSpriteVelocity:(ccTime)dt {
return b2Vec2(self.displacement.x / dt / PTM_RATIO,
self.displacement.y / dt / PTM_RATIO);
}
-(b2Vec2) getSpriteAccel:(ccTime)dt {
b2Vec2 currVel = [self getSpriteVelocity:dt];
if (dt == 0) {
return b2Vec2(0,0);
} else {
float accelX = (currVel.x - lastVel.x)/dt;
float accelY = (currVel.y - lastVel.y)/dt;
return b2Vec2(accelX, accelY);
}
}
// This is called each update()
-(void) updateLast:(ccTime)dt {
// MUST store lastVel before lastPos is updated since it uses displacement
lastVel = [self getSpriteVelocity:dt];
lastPos = ccp(self.X, self.Y);
}
// Leave this method untouched in subclasses
-(void) update:(ccTime)dt {
[self updateObject:dt];
// Store previous update values
[self updateLast:dt];
}
// Override this method in subclasses for custom functionality
-(void) updateObject:(ccTime)dt {
}
I have then subclassed "FMSprite" into "FMObject", which stores a b2Body etc.
In order to move the body, I must first move a sprite and track its acceleration, through which I can find the required force (using the mass) needed to follow the sprite's motion. Since I can't move the object's sprite (which is synchronized to the body), I make another sprite called a "beacon", add it as a child to the object, and move it around. All we need to do then is to have a function to synchronize the position of the box2d body with this beacon sprite using the forces I mentioned before.
-(void) followBeaconWithDelta:(ccTime)dt {
float forceX = [beacon getSpriteAccel:dt].x * self.mass;
float forceY = [beacon getSpriteAccel:dt].y * self.mass;
[self addForce:b2Vec2(forceX, forceY)];
}
The result is brilliant, a smooth easing motion of the b2body moving where ever you want it to, without playing around with any of its own forces, but rather copying that of a CCSprite and replicating its motion. Since it's all forces, it won't cause jittering and distortions when colliding with other b2Body objects. If anyone has any other methods to do this, please post an answer. Thanks!
What I do is different from yours, but can also Moving Box2d Bodies Like CCSprite Objects and even use the CCAction.
The most important thing is to create an object that contain ccSprite and b2body.
#interface RigidBody : CCNode {
b2Body *m_Body;
CCSprite *m_Sprite;
}
And then, rewrite the setPosition method.
-(void)setPosition:(CGPoint)position
{
CGPoint currentPosition = position_;
b2Transform transform = self.body->GetTransform();
b2Vec2 p = transform.p;
float32 angle = self.body->GetAngle();
p += [CCMethod toMeter:ccpSub(position, currentPosition)];
self.body->SetTransform(p, angle);
position_ = position;
}
The setPosition method calculate how much the position change,and set it to the b2body.
I hope I have understanding your question and the answer is helpful for you...

Tap duration in cocos2d

Any ideas how to handle tap duration in cocos2d?
I need to do something after the user holds his or her finger on a certain sprite for about 1-2 secs.
Thanks.
You need to do it the manual way:
Add a BOOL flag ivar and a float ivar in your CCLayer subclass.
On touch began, set the flag to TRUE and reset the float ivar to 0.0
On touch moved, ended or cancelled, set the flag to FALSE.
In the update or tick, increase the float ivar value by the dt amount. Check if that float ivar value to perform your logic if it is larger than your threshold value (1.0 or 2.0 seconds).
If you want to handle multiple touches, you might need a way to attach and differentiate the BOOL flag and float ivar combination to each touch.
I'd suggest creating an intermediate subclass between CCLayer and your implementation subclass so that you can hide the mechanism from the implementation subclass and also to allow easy reuse.
Save yourself a lot of manual work and use the UIGestureRecognizers for things like these. In this particular case you will want to use the UILongPressGestureRecognizer.
Btw, gesture recognizers are built-in, ready to use if you use Kobold2D.
To use a UILongPressGestureRecognizer, you can do something like this:
UILongPressGestureRecognizer* recognizer = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:#selector(handleLongPressFrom:)];
recognizer.minimumPressDuration = 2.0; // seconds
AppDelegate* appDelegate = [[UIApplication sharedApplication] delegate];
[appDelegate.viewController.view addGestureRecognizer:recognizer];
Your long press handler could look like this:
-(void)handleLongPressFrom:(UILongPressGestureRecognizer*)recognizer
{
if(recognizer.state == UIGestureRecognizerStateEnded)
{
CCLOG(#"Long press gesture recognized.");
// Get the location of the touch in Cocos coordinates.
CGPoint touchLocation = [recognizer locationInView:recognizer.view];
CCDirector* director = [CCDirector sharedDirector];
touchLocation = [director convertToGL:touchLocation];
touchLocation = [[director runningScene] convertToNodeSpace:touchLocation];
// Your stuff.
}
}
When you're finished, don't forget to remove it.
AppDelegate* appDelegate = [[UIApplication sharedApplication] delegate];
[appDelegate.viewController.view removeGestureRecognizer:recognizer];

Repeatedly move a box2d body in a similar way to moving CCSprites with CCRepeatForever

I've got a problem with my current project.
What I'd like to do is make a b2Body move up and down repeatedly. I already know how to do this with a CCSprite:
[paddle runAction:[CCRepeatForever actionWithAction:
[CCSequence actions:
[CCMoveTo actionWithDuration:1.0 position:ccp([paddle position].x,[paddle position].y+40)],
[CCMoveTo actionWithDuration:1.0 position:ccp([paddle position].x,[paddle position].y)],
nil
]]];
Can anybody help me do the same thing with a b2Body?
Thanks in advance!
You will have to implement the sequence yourself, which involves:
keeping track of the current target position
from the current position of the body, detect whether it has reached the target
if it has, change the target position
apply force, impulse or set velocity as necessary to move the body
You might be able to extend CCMoveTo to make your own class to do this... I would look into that first.
i've got it dude,
in almost explanation, every CCsprite move depend on b2body movement -that movement is placed at 'tick' method-.
in my case, i reverse that way, i move b2body according to CCsprite movement on tick method, so i give these code on tick method:
for(b2Body *b = _world->GetBodyList(); b; b=b->GetNext()) {
if (b->GetUserData() != NULL) {
CCSprite *sprite = (CCSprite *)b->GetUserData();
if (sprite.tag == 4 || sprite.tag == 5) {
b2Vec2 b2Position = b2Vec2(sprite.position.x/PTM_RATIO,
sprite.position.y/PTM_RATIO);
float32 b2Angle = -1 * CC_DEGREES_TO_RADIANS(sprite.rotation);
b->SetTransform(b2Position, b2Angle);
}
}
}