Cocos2D Sprite 动画 - 仅在屏幕上滑动的 Sprite

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【中文标题】Cocos2D Sprite 动画 - 仅在屏幕上滑动的 Sprite【英文标题】:Cocos2D Sprite Animation - Sprite Only Sliding Across Screen 【发布时间】:2013-11-18 11:14:14 【问题描述】:

我在让精灵做行走动画时遇到了一些麻烦。目前,它只显示动画的第一帧并且在屏幕上“滑动”。我尝试了一些不同的方法,但都没有成功,我需要一些帮助来找出问题所在。

下面是精灵类的头文件:

#import <Foundation/Foundation.h>
#import "cocos2d.h"
#import "mainGameLayer.h"

@class MainGameLayer, Waypoint, Tower;

@interface Unit : CCSprite 
    CGPoint myPosition;
    int maxHP;
    int currentHP;
    float walkingSpeed;
    Waypoint *destinationWaypoint;
    BOOL active;


@property (nonatomic, assign) MainGameLayer *theGame;

@property (nonatomic, strong) CCSprite *mySprite;
@property (nonatomic, strong) CCAction *walkAction;

@property (nonatomic, assign) float centerToSides;
@property (nonatomic, assign) float centerToBottom;

+(id) nodeWithTheGame: (MainGameLayer *)_game;
-(id) initWithTheGame: (MainGameLayer *)_game;
-(void) doActivate;
-(void) getRemoved;

@end

Sprite类实现文件:

#import "Unit.h"
#import "Tower.h"
#import "Waypoint.h"

#define HEALTH_BAR_WIDTH 20
#define HEALTH_BAR_ORIGIN -10

@implementation Unit

@synthesize theGame;
@synthesize mySprite;

+(id) nodeWithTheGame:(MainGameLayer *)_game

    return [[self alloc] initWithTheGame:_game];


// BELOW IS THE ORIGINAL INIT FUNCTION, UNMODIFIED, AND IN WORKING CONDITION
-(id) initWithTheGame:(MainGameLayer *)_game

    if ((self=[super init])) 

        CCArray *walkFrames = [CCArray arrayWithCapacity:6];
        for (int i = 0; i < 6; i++) 
            CCSpriteFrame *frame = [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:[NSString stringWithFormat:@"hero_walk_%02d.png", i]];
            [walkFrames addObject:frame];
        
        CCAnimation *walkAnimation = [CCAnimation animationWithSpriteFrames:[walkFrames getNSArray] delay:1.0/12.0];

        theGame = _game;
        maxHP = 40;
        currentHP = maxHP;

        active = FALSE;

        walkingSpeed = 0.5;

        Waypoint * waypoint = (Waypoint *)[theGame.waypoints objectAtIndex:([theGame.waypoints count]-1)];

        destinationWaypoint = waypoint.nextWaypoint;

        CGPoint pos = waypoint.myPosition;
        myPosition = pos;

        self.mySprite = [CCSprite spriteWithSpriteFrameName:@"hero_walk_00.png"];
        self.mySprite.position = pos;
        [self addChild:mySprite];

        mySprite.flipX = 180;

        self.walkAction = [CCRepeatForever actionWithAction: [CCAnimate actionWithAnimation:walkAnimation]];

        [theGame addChild:self];

        [self scheduleUpdate];

    

    return self;


-(void) doActivate

    active = TRUE;
    [self stopAllActions];
    [self runAction: self.walkAction];


-(void)  update:(ccTime)dt

    if(!active)return;

    if([theGame circle:myPosition withRadius:1 collisionWithCircle:destinationWaypoint.myPosition
 collisionCircleRadius:1])
    
        if(destinationWaypoint.nextWaypoint)
        
            destinationWaypoint = destinationWaypoint.nextWaypoint;
        else
        
            //Reached the end of the road. Damage the player
            [theGame getHpDamage];
            [self getRemoved];
        
    

    CGPoint targetPoint = destinationWaypoint.myPosition;
    float movementSpeed = walkingSpeed;

    CGPoint normalized = ccpNormalize(ccp(targetPoint.x-myPosition.x,targetPoint.y-myPosition.y));
    mySprite.rotation = CC_RADIANS_TO_DEGREES(atan2(normalized.y,-normalized.x));

    myPosition = ccp(myPosition.x+normalized.x * movementSpeed,
                     myPosition.y+normalized.y * movementSpeed);

    [mySprite setPosition:myPosition];


-(void) getRemoved

    [self.parent removeChild:self cleanup:YES];
    [theGame.units removeObject: self];

    // Notify the game that we killed an enemy so we can check if we can send another wave
    [theGame enemyGotKilled];


-(void) draw

    ccDrawSolidRect(ccp(myPosition.x + HEALTH_BAR_ORIGIN, myPosition.y + 16), ccp(myPosition.x + HEALTH_BAR_ORIGIN + HEALTH_BAR_WIDTH, myPosition.y + 14), ccc4f(1.0, 0, 0, 1.0));

    ccDrawSolidRect(ccp(myPosition.x + HEALTH_BAR_ORIGIN, myPosition.y + 16), ccp(myPosition.x + HEALTH_BAR_ORIGIN + (float)(currentHP * HEALTH_BAR_WIDTH)/maxHP, myPosition.y + 14), ccc4f(0, 1.0, 0, 1.0));




@end

这里是主要的游戏头文件:

#import <Foundation/Foundation.h>
#import "cocos2d.h"

@interface MainGameLayer : CCLayer 


+ (CCScene *) scene;
- (BOOL) circle:(CGPoint)circlePoint withRadius:(float)radius collisionWithCircle:(CGPoint)circlePointTwo collisionCircleRadius:(float)radiusTwo;
void ccFillPoly (CGPoint *poli, int points, BOOL closePolygon);
- (void) enemyGotKilled;
- (void) getHpDamage;

@property (nonatomic, strong) NSMutableArray *towers;
@property (nonatomic, strong) NSMutableArray *waypoints;
@property (nonatomic, strong) NSMutableArray *units;

@end

最后是主游戏实现文件:

#import "MainGameLayer.h"
#import "Tower.h"
#import "Waypoint.h"
#import "Unit.h"


@implementation MainGameLayer

@synthesize towers;
@synthesize waypoints;
@synthesize units;

+ (CCScene *) scene

    CCScene *scene = [CCScene node];

    MainGameLayer *layer = [MainGameLayer node];

    [scene addChild: layer];

    return scene;


- (id) init

    if ((self = [super init])) 
        // Initialize
        self.isTouchEnabled = TRUE;
        CGSize winSize = [CCDirector sharedDirector].winSize;

        // Setting the background (Map)
        CCSprite *background = [CCSprite spriteWithFile:@"layout.png"];
        [self addChild: background];
        [background setPosition: ccp(winSize.width/2, winSize.height/2)];

        [self addWaypoints];

        // In Game Buttons / Menu
        CCMenuItem *sampleButton = [CCMenuItemImage itemWithNormalImage:@"sample.jpg" selectedImage:@"sample.jpg" target:self selector:@selector(samplePurchased:)];

        CCMenu *PurchaseUI = [CCMenu menuWithItems:sampleButton, nil];
        [PurchaseUI setScale:0.5];
        [PurchaseUI setPosition:ccp(63, 51)];
        [PurchaseUI alignItemsHorizontally];
        PurchaseUI.isTouchEnabled = TRUE;
        [self addChild: PurchaseUI];

        // Set up the sprite sheets (Currently in testing)
        [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"pd_sprites.plist"];
        CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"pd_sprites.pvr.ccz"];
        [self addChild: spriteSheet];
    

    return self;



-(BOOL) canBuyTower

    return YES;


-(void) ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event

    for (UITouch *touch in touches) 
        CGPoint location = [touch locationInView: [touch view]];

        location = [[CCDirector sharedDirector] convertToGL: location];
        CCLOG(@"X: %f Y: %f", location.x, location.y);

        if ([self canBuyTower]) 
            // Spend the gold later
            Tower *tower = [Tower nodeWithTheGame:self location: location];
            [towers addObject: tower];
        
    


-(void) addWaypoints

    waypoints = [[NSMutableArray alloc] init];

    Waypoint * waypoint1 = [Waypoint nodeWithTheGame:self location:ccp(-25,360)];
    [waypoints addObject:waypoint1];

    Waypoint * waypoint2 = [Waypoint nodeWithTheGame:self location:ccp(73,360)];
    [waypoints addObject:waypoint2];
    waypoint2.nextWaypoint =waypoint1;

    Waypoint * waypoint3 = [Waypoint nodeWithTheGame:self location:ccp(467,360)];
    [waypoints addObject:waypoint3];
    waypoint3.nextWaypoint =waypoint2;

    Waypoint * waypoint4 = [Waypoint nodeWithTheGame:self location:ccp(905,360)];
    [waypoints addObject:waypoint4];
    waypoint4.nextWaypoint =waypoint3;

    Waypoint * waypoint5 = [Waypoint nodeWithTheGame:self location:ccp(1050,360)];
    [waypoints addObject:waypoint5];
    waypoint5.nextWaypoint =waypoint4;


-(BOOL) circle:(CGPoint)circlePoint withRadius:(float)radius collisionWithCircle:(CGPoint)circlePointTwo collisionCircleRadius:(float)radiusTwo

    float xdif = circlePoint.x - circlePointTwo.x;
    float ydif = circlePoint.y - circlePointTwo.y;

    float distance = sqrt(xdif*xdif + ydif*ydif);

    if (distance <= radius + radiusTwo) 
        return TRUE;
    

    return FALSE;


-(void) samplePurchased: (id)sender

    Unit *unit = [Unit nodeWithTheGame: self];
    [units addObject: unit];
    [unit schedule:@selector(doActivate)];


@end

【问题讨论】:

[mySprite runAction:walkAction] ? 【参考方案1】:

最终这个选择器运行每一帧:

-(void) doActivate

    active = TRUE;
    [self stopAllActions];
    [self runAction: self.walkAction];

所以每一帧它都会停止所有动作,并运行一个新的步行动作。下一帧行走动作停止,然后重新开始。冲洗并重复。

由于步行动画从每一帧开始,它永远没有机会前进到下一帧。

【讨论】:

很抱歉,这听起来像是一个初学者的问题,但为什么“doActivate”每帧都运行?我可能是错的,但我相信一旦玩家按下按钮购买单位,我将其编码为每个单位调用一次“doActivate”。我对其进行了更改,以便删除“stopallactions”行,而是放入一个标志,说明它是否尚未执行运行操作,然后运行它;这在我的精灵滑动时产生了相同的结果。 [单位时间表:@selector(doActivate)]; 嗯,好的。谢谢你澄清这一点。我没有意识到它正在安排它调用每一帧。我一直认为只是调用该特定函数一次。我已经更换了它,所以我现在只调用一次该函数,但似乎我仍然有同样的问题。关于还有什么可能导致这种情况发生的任何想法?再次感谢您迄今为止的帮助!

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