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.
Related
I just started using SpriteBuilder with cocos2d - v3.
It looks promising and a good tool to have.
But my issue is that I want to create a man like character with all body parts as different sprites and put them into a Physics body using joints. I am struggling to find any example of it using spritebuilder or chipmunk.
Will greatly appreciate any help here. Thx in advance.
EDIT : Here's code for body. I used peevedpenquin example from link
Here is my code for character body. I just added a block as body part to penguin's tail.
#import "PenguinWithBlock.h"
#implementation PenguinWithBlock{
CCNode *_pBlock;
CCNode *_penguinB;
CCPhysicsJoint *_penguinJoint;
CCPhysicsNode *_penguinNode;
}
- (void)didLoadFromCCB {
_penguinNode.debugDraw = TRUE;
[_pBlock.physicsBody setCollisionGroup:_penguinB];
[_penguinB.physicsBody setCollisionGroup:_penguinB];
// create a joint to connect the catapult arm with the catapult
_penguinJoint = [CCPhysicsJoint connectedPivotJointWithBodyA:_penguinB.physicsBody bodyB:_pBlock.physicsBody anchorA:_penguinB.anchorPointInPoints];
}
This is Gameplay.m file
#implementation Gameplay {
CCPhysicsNode *_physicsNode;
CCNode *_catapultArm;
CCNode *_catapult;
CCNode *_levelNode;
CCNode *_contentNode;
CCPhysicsJoint *_catapultJoint;
CCNode *_pullbackNode;
CCPhysicsJoint *_pullbackJoint;
CCNode *_mouseJointNode;
CCPhysicsJoint *_mouseJoint;
PenguinWithBlock *_currentPenguin;
CCPhysicsJoint *_penguinCatapultJoint;
CCAction *_followPenguin;
}
// is called when CCB file has completed loading
- (void)didLoadFromCCB {
// tell this scene to accept touches
self.userInteractionEnabled = TRUE;
_physicsNode.collisionDelegate = self;
CCScene *level = [CCBReader loadAsScene:#"Levels/Level1"];
[_levelNode addChild:level];
// visualize physics bodies & joints
//_physicsNode.debugDraw = TRUE;
// catapultArm and catapult shall not collide
[_catapultArm.physicsBody setCollisionGroup:_catapult];
[_catapult.physicsBody setCollisionGroup:_catapult];
// create a joint to connect the catapult arm with the catapult
_catapultJoint = [CCPhysicsJoint connectedPivotJointWithBodyA:_catapultArm.physicsBody bodyB:_catapult.physicsBody anchorA:_catapultArm.anchorPointInPoints];
// nothing shall collide with our invisible nodes
_pullbackNode.physicsBody.collisionMask = #[];
// create a spring joint for bringing arm in upright position and snapping back when player shoots
_pullbackJoint = [CCPhysicsJoint connectedSpringJointWithBodyA:_pullbackNode.physicsBody bodyB:_catapultArm.physicsBody anchorA:ccp(0, 0) anchorB:ccp(34, 138) restLength:60.f stiffness:500.f damping:40.f];
_mouseJointNode.physicsBody.collisionMask = #[];
}
- (void)update:(CCTime)delta
{
if (_currentPenguin.launched) {
// if speed is below minimum speed, assume this attempt is over
if (ccpLength(_currentPenguin.physicsBody.velocity) < MIN_SPEED){
[self nextAttempt];
return;
}
int xMin = _currentPenguin.boundingBox.origin.x;
if (xMin < self.boundingBox.origin.x) {
[self nextAttempt];
return;
}
int xMax = xMin + _currentPenguin.boundingBox.size.width;
if (xMax > (self.boundingBox.origin.x + self.boundingBox.size.width)) {
[self nextAttempt];
return;
}
}
}
- (void)nextAttempt {
_currentPenguin = nil;
[_contentNode stopAction:_followPenguin];
CCActionMoveTo *actionMoveTo = [CCActionMoveTo actionWithDuration:1.f position:ccp(0, 0)];
[_contentNode runAction:actionMoveTo];
}
// called on every touch in this scene
-(void) touchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
CGPoint touchLocation = [touch locationInNode:_contentNode];
// start catapult dragging when a touch inside of the catapult arm occurs
if (CGRectContainsPoint([_catapultArm boundingBox], touchLocation))
{
// move the mouseJointNode to the touch position
_mouseJointNode.position = touchLocation;
// setup a spring joint between the mouseJointNode and the catapultArm
_mouseJoint = [CCPhysicsJoint connectedSpringJointWithBodyA:_mouseJointNode.physicsBody bodyB:_catapultArm.physicsBody anchorA:ccp(0, 0) anchorB:ccp(34, 138) restLength:0.f stiffness:3000.f damping:150.f];
// create a penguin from the ccb-file
_currentPenguin = (PenguinWithBlock*)[CCBReader load:#"PenguinWithBlock"];
// initially position it on the scoop. 34,138 is the position in the node space of the _catapultArm
CGPoint penguinPosition = [_catapultArm convertToWorldSpace:ccp(34, 138)];
// transform the world position to the node space to which the penguin will be added (_physicsNode)
_currentPenguin.position = [_physicsNode convertToNodeSpace:penguinPosition];
// add it to the physics world
[_physicsNode addChild:_currentPenguin];
// we don't want the penguin to rotate in the scoop
_currentPenguin.physicsBody.allowsRotation = FALSE;
// create a joint to keep the penguin fixed to the scoop until the catapult is released
_penguinCatapultJoint = [CCPhysicsJoint connectedPivotJointWithBodyA:_currentPenguin.physicsBody bodyB:_catapultArm.physicsBody anchorA:_currentPenguin.anchorPointInPoints];
}
}
- (void)touchMoved:(UITouch *)touch withEvent:(UIEvent *)event
{
// whenever touches move, update the position of the mouseJointNode to the touch position
CGPoint touchLocation = [touch locationInNode:_contentNode];
_mouseJointNode.position = touchLocation;
}
- (void)launchPenguin {
// loads the Penguin.ccb we have set up in Spritebuilder
CCNode* penguin = [CCBReader load:#"PenguinWithBlock"];
// position the penguin at the bowl of the catapult
penguin.position = ccpAdd(_catapultArm.position, ccp(16, 50));
// add the penguin to the physicsNode of this scene (because it has physics enabled)
[_physicsNode addChild:penguin];
// manually create & apply a force to launch the penguin
CGPoint launchDirection = ccp(1, 0);
CGPoint force = ccpMult(launchDirection, 8000);
[penguin.physicsBody applyForce:force];
// ensure followed object is in visible are when starting
self.position = ccp(0, 0);
CCActionFollow *follow = [CCActionFollow actionWithTarget:penguin worldBoundary:self.boundingBox];
[_contentNode runAction:follow];
}
-(void) touchEnded:(UITouch *)touch withEvent:(UIEvent *)event
{
// when touches end, meaning the user releases their finger, release the catapult
[self releaseCatapult];
}
-(void) touchCancelled:(UITouch *)touch withEvent:(UIEvent *)event
{
// when touches are cancelled, meaning the user drags their finger off the screen or onto something else, release the catapult
[self releaseCatapult];
}
- (void)releaseCatapult {
if (_mouseJoint != nil)
{
// releases the joint and lets the catapult snap back
[_mouseJoint invalidate];
_mouseJoint = nil;
// releases the joint and lets the penguin fly
[_penguinCatapultJoint invalidate];
_penguinCatapultJoint = nil;
// after snapping rotation is fine
_currentPenguin.physicsBody.allowsRotation = TRUE;
_currentPenguin.launched = TRUE;
// follow the flying penguin
_followPenguin = [CCActionFollow actionWithTarget:_currentPenguin worldBoundary:self.boundingBox];
[_contentNode runAction:_followPenguin];
}
}
-(void)ccPhysicsCollisionPostSolve:(CCPhysicsCollisionPair *)pair seal:(CCNode *)nodeA wildcard:(CCNode *)nodeB
{
float energy = [pair totalKineticEnergy];
// if energy is large enough, remove the seal
if (energy > 5000.f)
{
[self sealRemoved:nodeA];
}
}
- (void)sealRemoved:(CCNode *)seal {
// load particle effect
CCParticleSystem *explosion = (CCParticleSystem *)[CCBReader load:#"SealExplosion"];
// make the particle effect clean itself up, once it is completed
explosion.autoRemoveOnFinish = TRUE;
// place the particle effect on the seals position
explosion.position = seal.position;
// add the particle effect to the same node the seal is on
[seal.parent addChild:explosion];
// finally, remove the destroyed seal
[seal removeFromParent];
}
- (void)retry {
// reload this level
[[CCDirector sharedDirector] replaceScene: [CCBReader loadAsScene:#"Gameplay"]];
}
PenguinWithBlock settings in SpriteBuilder:
You can use a "blank" CCNode with all others parts of the body being children of it, maybe even have children of another body parts. The tree of nodes will heavily depend on the body design.
Give a look at this tutorial, as it teaches the basics to do so. Also, SpriteBuilder still doesn't have the feature to create the joints inside it, but you can easily do this programmatically as the tutorial does.
EDIT: This can help you
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));
}
As the title says, I'm stuck with jumping and moving at the same time,
this is how I'm moving along the 'x' axis
-(void)collisionCheckingAndMovementRight:(ccTime)dt{
CGPoint tileCoord = [self tileCoordForPosition:player.position];
int tileGid = [csLayer tileGIDAt:tileCoord]; //csLayer is the layer which was created in tiled for the collision
if (tileGid) {
NSDictionary *properties = [levelOne propertiesForGID:tileGid];
if (properties) {
NSString *collision = [properties valueForKey:#"Collidable"];
if (collision && [collision compare:#"True"] == NSOrderedSame){
//[[SimpleAudioEngine sharedEngine] playEffect:#"hit.caf"];
return;
}
}
}
player.position = ccp(player.position.x +100*dt, player.position.y);
i want to try and do a jump that goes with the movement i have at the moment for the x axis.... help is greatly appreciated
You want to look at the actions examples in cocos2d. the CCBezierTo action comes to mind for a good way of animating a jump.
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.
I'm trying to make a effect using the CCBitmapFontAtlas, here is what I want:
The string say "ABCDEFG" being dispayed one by one, each one won't be displayed
until the one before is completely displayed.
And here is what I tried:
-(id) init
{
if( (self=[super init] )) {
label = [CCBitmapFontAtlas bitmapFontAtlasWithString:#"ABC" fntFile:#"bitmapFontTest.fnt"];
[self addChild:label];
CGSize s = [[CCDirector sharedDirector] winSize];
label.position = ccp(s.width/2, s.height/2);
label.anchorPoint = ccp(0.5f, 0.5f);
label.visible = NO; //hide it first
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:YES];
}
return self;
}
-(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
CCSprite AChar = (CCSprite) [label getChildByTag:0];
CCSprite BChar = (CCSprite) [label getChildByTag:1];
CCSprite CChar = (CCSprite) [label getChildByTag:2];
id fade_in = [CCFadeIn actionWithDuration:3];
label.visible = YES;
[AChar runAction:fade_in];
[BChar runAction:fade_in];
[CChar runAction:fade_in];
return YES;
}
The effect is the "ABC" will fade in once I touched the screen, then I tried to use the
CallFuncND to call the next string to fade in while the current string is displayed.
But this seems to make things very complex.
Is there a easier way to get this effect done?
Any suggestion will be appreciate.
I feel like you are going in the right direction with this one. You could have each letter be a separate sprite and store them in an array and then run them each one by one.
The call function can be started by:
[self displayNextSprite:spriteArray nextIndex:0];
And the function is:
// Warning, This assumes you are not passing it an empty array, you may want to put in a check for that
-(void)displayNextSprite:(NSMutableArray*)spriteArray nextIndex:(NSUInteger)nextIndex
{
CCSprite *nextSprite = [spriteArray objectAtIndex:nextIndex];
id action1 = [CCFadeIn actionWithDuration:3];
// or = [CCPropertyAction actionWithDuration:3 key:#"opacity" from:0 to:255];
// The last letter
if(nextIndex == ([spriteArray count] - 1))
{
[nextSprite runAction:action1];
}
else // continue to the next letter
{
id callFunc = [CCCallFunc actionWithTarget:self selector:#selector(displayNextSprite:spriteArray nextIndex:nextIndex+1)];
id sequence = [CCSequence actionOne:action1 two:callFunc];
[nextSprite runAction:sequence];
}
}