Hey, does somebody know, how i can let a sprite explode?
a code like [[CCSprite spriteWithFile:#"supermario.png"] runAction:[CCExplode action......]];
would be great!!!
The way you want to handle something like is to first put the explosion frames in an Array, then you want to create a CCAnimation where you would specify the delay between frames and then you would say, [mySprite runAction: myAnim].
Related
Is there a way to call upon the ccTouchEnd method?
Like, in my update, I want it write
If(situation occurs){
[self ccTouchEnd];
}
Or something like that. The reason I'm asking is because this thing happens for 2 different reason. one would be if the user ends the touch. The other would be if the sprite collides with another sprite.
Anyone that can give any hint of the smartest way to do a main loop animation? I don't want to use CCAnimation because I want to control the animations frame by frame.
Shall I store the sprite rect (relative to the sprite sheet) for each individual frame in an array, and then look up the suiting rect in each animation step? I tried to find out how this is done in CCAnimation, but I didn't succeed...
How to get the rect for each frame at initialization?
How to set the rect at each animation step?
Do I need to use CCSpriteBatchNode? I guess not, eh?
Cannot crealry understand, why you don't want to use CCAnimation, but anyway, to get answer for your questions you can check creation code of the CCSprite instance. Then, check creation of CCSpriteFrame instance. There you will find the answer for at least your first question.
Actually if you just want to manage animation frames differently from CCAnimate, you can just store array of CCSpriteFrames and show them as you want(in CCAnimate action these frames are just changed one by one in equal time intervals).
And if you do not want to show more than one frame of your animation, there is no difference will you use CCSpriteBatchNode or not. It saves a lot of processor time if you need to draw several parts of one texture, as it draws them in one draw call instead of send draw message to all of these sprites.
As you want animate sprite frame by frame I think using CCSpriteBatchNode would be a better option as it give you frame by frame access of animation.Making plist of sprites using any tool like "Zwoptex" will give an efficient way to animate using CCSpriteBatchNode.
Hope you know the animation using plist file with CCSpriteBatchNode.
I did the following with inspiration from Morions answer:
In the game tick function:
_animationFrames.legFrame = (_animationFrames.legFrame + 1) % _animationFrames.legFrames.count;
[_legs setDisplayFrame: [_animationFrames.legFrames objectAtIndex: _animationFrames.legFrame]];
And in the init function:
CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNode
batchNodeWithFile:#"Player.png"];
[self addChild:spriteSheet];
_animationFrames.legFrames = [[NSMutableArray array] retain];
for(int i = 0; i <= 15; ++i)
{
[_animationFrames.legFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:#"Player_legs-%d.png", i]]];
}
_legs = [CCSprite spriteWithSpriteFrameName:#"Player_legs-0.png"];
[_sprite addChild: spriteSheet];
[spriteSheet addChild:_legs z:1];
I move an instance of CCSprite in my Cocos2D-based iPhone game like this:
[mySprite runAction:[CCMoveBy actionWithDuration:1.0
position:ccp(10, 10)]];
How can I get a callback everytime the sprite moves?
I'd like to do something like this:
[self registerForCallbacksFrom:mySprite
selector:#selector(spriteMovedOneStep)];
So spriteMovedOneStep would be called everytime mySprite moves. Would be nice to specify the frequency of the callback too so minimize CPU usage.
One possible solution is to subclass CCMoveBy and call your callback from it's update method. You also can setup frequency and everything you want with this approach.
If I get your question right you would like to have a method called at times when the Sprite is moving, correct ?
How about scheduling an update method that performs what you want if a SpriteIsMoving BOOL is set to YES, I'm not sure on what your trying to achieve but this is my take on it.
I have a CCSprite that I'm using in a scene and have created multiple CCAnimation actions to apply to it all using a single CCSpriteFrameCache sharedSpriteFrameCache. While everything is working and I'm able to switch between animations, I feel like I'm doing poorly and would like to simplify my code by retrieving the running action(s) on the CCSprite to stop them individually before running the next action on it.
To help create some context, lets assume the following situation:
We have a CCSprite called mySprite
We have 3 separate CCAnimation actions defined for walking to the right, walking to the left, and sitting looking forward called: actionAnimWalkRight, actionAnimWalkLeft, and actionAnimSitForward respectively.
We want to have the sprite walk to the right when someone touches the screen right of mySprite, walk left when someone touches the screen left of mySprite and sit when someone touches mySprite.
The approach I'm using to accomplish this is as follows:
Place CCSprite as a child in the scene.
Tell the sprite to run an action using: [self runAction:actionWalkRight];
When I want to change the action after someone touches, I have a method called stopAllAnimationActions which I call before I apply a new action that stops any animation action no matter what's running. Basically lists ALL the CCAnimation/CCActions I have defined and stops each one individually since I don't want to use stopAllActions. as follows: [self stopAction:actionWalkRight]; [self stopAction:actionWalkLeft]; [self stopAction:actionSitForward];
Then I apply the new animation after the above method fires using: [self runAction:actionWalkLeft];
While this works, it just seems like a poor design to stop items that I know aren't running just because I don't know exactly what is running. So just looking for advice and the best recommended practice to do something like this within very complex situations so tracking every possible situation is difficult. Any feedback would be appreciated.
When creating the actions set the tag of that action with a constant:
actionWalkRight.tag= kCurrentAction;
[self runAction:actionWalkRight];
Then, retrieve the running action by that tag and stop it.
[self stopActionByTag:kCurrentAction];
I recommend you simplify your process and take advantage of the native Cocos features, including stopAllActions. Don't re-use actions, always create them from scratch as it has been well discussed among Cocos developers that re-using actions can be buggy.
Cocos is well optimized and features like stopAllActions are not performance hogs. It would probably be faster than your approach, actually.
Can anyone tell me how to vibrate/shake CCSprite in cocos2d???plz give me some example.
If the object is static you could create a CCSequence of MoveTo actions - pixel or two to the one side and pixel to the other of the real position and repeat it with CCRepeat how many times you need or use CCRepeatForever and remove action by tag with CCActionManager method removeActionByTag:(int)tag target:(id)target when some event occur.