我从CoCos2d开发开始,我认为我在节点空间和操作方面遇到了一些问题,这是我的代码并没有移动,虽然我在运行代码时似乎没有错误,但感谢任何评论:
+(id) create {
return [[self alloc] init];}
-(id) init {
if ((self = [super init]))
{
CGSize scSize = [[CCDirector sharedDirector] winSize];
self.position = ccp(0,scSize.height);;
touchArea = [CCSprite spriteWithFile:@"touchArea.png"];
[touchArea setAnchorPoint:ccp(0, 0.5)];
[self addChild:touchArea];
obj_1 = [CCSprite spriteWithFile:@"obj1.png"];
obj_2 = [CCSprite spriteWithFile:@"obj2.png"];
obj_3 = [CCSprite spriteWithFile:@"obj3.png"];
obj_tab = [NSMutableArray arrayWithObjects:obj_1, obj_2, obj_3, nil];
for (int i=0; i < obj_tab.count; i++)
{
CCSprite *obj = [obj_tab objectAtIndex:i];
float offSetPos = ((float)(i+1)) / (obj_tab.count +1);
CGPoint pos = ccp(scSize.width*offSetPos, 0);
obj.position = pos;
[obj setAnchorPoint:ccp(0.5, -0.25)];
[touchArea addChild:obj];
}
velocidad = 3;
destino = ccp(0,-100);
//[self scheduleUpdate];
[self moveIt] // <-- Edited to call another method
}
return self;
}
-(void) moveit{
CCMoveTo *moverAction = [CCMoveTo actionWithDuration:5 position:ccp(0,0)];
CCCallFunc *onEndAction = [CCCallFunc actionWithTarget:self selector:@selector(onEndMove:)];
CCSequence *moveSequence = [CCSequence actions: moverAction, onEndAction, nil];
[touchArea runAction:moveSequence];
{
-(void) update:(ccTime)delta {
}
-(void)onEndMove:(id)sender{
NSLog(@"OnEndMove fired");
}
-(void) onEnter{
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:-1 swallowsTouches:YES];
}
-(void) onExit {
[[CCTouchDispatcher sharedDispatcher] removeDelegate:self];
}
-(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event{
CGRect boundingBox = touchArea.boundingBox;
boundingBox.origin = CGPointZero;
BOOL isTouchHandled = CGRectContainsPoint(boundingBox, [touchArea convertTouchToNodeSpace: touch]);
//NSLog(@"touchLocation y = %f", touchLocation.y);
//NSLog(@"touchArea y = %f", touchArea.position.y);
if (isTouchHandled){
NSLog(@"Touch Handled");
}
return isTouchHandled;
}
@end
答案 0 :(得分:0)
调用-(void) update:(ccTime)delta
的频率是多少? (可能是从你的scheduleUpdate
方法开始的。)你有可能每秒多次调用[touchArea runAction:moveSequence];
几次,这会使大量的CCMoveTos排队。
您可能应该完全移出runAction:
,或者至少为update:
方法添加一些逻辑,以检查touchArea
是否应该启动另一个runAction:
{{1}} }。
答案 1 :(得分:0)
我假设'self',上面显示的代码类,源自CCNode。确保'self'正在运行,它必须是CCNode的后代,并且在将其添加到正在运行的节点时将运行。这是在CCNode的onEnter(取自版本1.0.1)中发生的事情:
-(void) onEnter
{
[children_ makeObjectsPerformSelector:@selector(onEnter)];
[self resumeSchedulerAndActions];
isRunning_ = YES;
}
这是为节点启用调度程序和操作的位置。如果从未调用过,则您的操作将无法运行。
您可以将moveIt代码移动到onEnter方法,该方法将在对象运行时调用。
-(void) onEnter{
CCLOG(@"%@<onEnter> : invoked",self.class);
[self moveIt];
[super onEnter];
}