我想根据计时器重新生成敌人的精灵,任何建议都会受到赞赏。 如果你向我展示一些代码示例,那就太棒了。
-(void)addEnemyAtX:(int)x y:(int)y {
CCSprite *enemy = [CCSprite spriteWithFile:@"enemy1.png"];
enemy.position = ccp(x, y);
[self addChild:enemy];
[self animateEnemy: enemy];}
- (void) enemyMoveFinished:(id)sender {
CCSprite *enemy = (CCSprite *)sender;
[self animateEnemy: enemy];
}// a method to move the enemy 10 pixels toward the player
- (void) animateEnemy:(CCSprite*)enemy
{
// speed of the enemy
ccTime actualDuration = 0.3;
// Create the actions
id actionMove = [CCMoveBy actionWithDuration:actualDuration
position:ccpMult(ccpNormalize(ccpSub(player.position,enemy.position)), 10)];
id actionMoveDone = [CCCallFuncN actionWithTarget:self
selector:@selector(enemyMoveFinished:)];
[enemy runAction:
[CCSequence actions:actionMove, actionMoveDone, nil]];
}
答案 0 :(得分:0)
我认为你应该首先学习Cocos2D的基础知识;)在“学习Cocos2D”一书中已经很好地介绍了它 - 我推荐它! 然而,这里是你想要的代码行,我怀疑它是有用的;)
action = [CCSpawn actions:
[CCAnimate actionWithAnimation:animation
break;
restoreOriginalFrame:NO],
[CCMoveTo actionWithDuration:2.4f
position:ccp([self position].x +
nil];
xPositionOffSet,
[self position].y)],