在我的游戏中,我为我的敌人制作了CCSprite(cocos2d)的子类。 因为我想控制动画,所以在这个子类的每个实例中,我必须在我的主类中翻译我的动画代码, 敌人,这个子类。
我觉得这很难,但是......经过一段时间它神奇地开始工作了。
不幸的是,在这个子类中创建和设置属性后,我开始发生奇怪的崩溃。因为他们在cocosDenshion和其他与我无关的地方 在我的代码和网络上深入研究之后,我确信它有某种数据损坏,我几乎完全肯定它,因为我完全用错误的方式完成了他的动画代码。< / p>
说实话,我甚至无法将我的想法包围在这里,以及这实际上是如何运作的:S ...我完全陷入困境。任何帮助深表感谢!
所以我的主要问题是:在CCSprite子类中实现动画的正确方法是什么? /我在这里做错了什么?
这里简化了我的代码:(它每2秒触发动画一次,以显示我想要的方式 使用它)
#import "cocos2d.h"
@interface Npc : CCSprite
{
CCAction *_runAnimation;
NSString* name;
int strength;
}
@property (nonatomic, retain) CCAction *runAnimation;
@property int strength;
@property (nonatomic, retain) NSString* name;
- (Npc*)loadAnimation;
- (void)animate;
@end
#import "Npc.h"
@implementation Npc
@synthesize runAnimation = _runAnimation;
@synthesize name;
@synthesize strength;
-(id) initWithTexture:(CCTexture2D*)texture rect:(CGRect)rect
{
if( (self=[super initWithTexture:texture rect:rect]))
{
}
return self;
}
- (Npc*)loadAnimation
{
int lastFrame = 11;
NSString *creatureFile = @"vis 1";
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:
[NSString stringWithFormat:@"%@.plist", creatureFile]];
CCSpriteBatchNode* sheet = [CCSpriteBatchNode batchNodeWithFile:
[NSString stringWithFormat:@"%@.png", creatureFile]];
self = [Npc spriteWithTexture:sheet.texture];
NSMutableArray* animFrames = [[NSMutableArray alloc] init];
for (int x = 0; x < lastFrame; x++)
{
[animFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:@"%@ %d.png", creatureFile, x]]];
}
CCAnimation* anim = [CCAnimation animationWithFrames: animFrames delay: 0.1];
self.runAnimation = [CCAnimate actionWithAnimation:anim restoreOriginalFrame:NO];
[self runAction:_runAnimation];
return self;
}
- (void)animate
{
[self runAction:self.runAnimation];
}
- (void)dealloc
{
[super dealloc];
[name release];
}
@end
#import "HelloWorldLayer.h"
#import "Npc.h"
@implementation HelloWorldLayer
+(CCScene *) scene
{
CCScene *scene = [CCScene node];
HelloWorldLayer *layer = [HelloWorldLayer node];
[scene addChild: layer];
return scene;
}
-(id) init
{
if( (self=[super init]))
{
timer = 0;
creatureTemp = [Npc spriteWithFile:@"Icon.png"];
creature = [creatureTemp loadAnimation];
creature.position = ccp(100,100);
[self addChild:creature];
[self schedule:@selector(nextFrame:)];
}
return self;
}
- (void)nextFrame:(ccTime)dt
{
timer += dt;
if (timer > 2.)
{
[creature animate];
timer = 0.;
}
}
- (void) dealloc
{
[super dealloc];
}
@end
------------------- EDIT --------------------
我在Ray Wenderlich的教程的帮助下改变了我的代码:http://www.raywenderlich.com/3888/how-to-create-a-game-like-tiny-wings-part-1
这是我认为它应该更接近它应该是什么。不幸的是,它仍然在我的iphone(而不是模拟器)上在SimpleAudioEngine(我实现正确)上崩溃,所以我仍然做错了。
在Npc类之上:
@synthesize batchNode = _batchNode;
Npc类的初始化:
-(id) initNpc
{
if( (self=[super initWithSpriteFrameName:@"vis 1 0.png"]))
{
_normalAnim = [[CCAnimation alloc] init];
NSMutableArray* animFrames = [[NSMutableArray alloc] init];
int lastFrame = 11;
for (int x = 0; x < lastFrame; x++)
{
[animFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:@"vis 1 %d.png", x]]];
}
_normalAnim = [CCAnimation animationWithFrames: animFrames delay: 0.1];
self.runAnimation = [CCAnimate actionWithAnimation:_normalAnim restoreOriginalFrame:NO];
}
return self;
}
和HelloWorldLayer的初始化
-(id) init
{
if( (self=[super init]))
{
timer = 0;
_batchNode = [CCSpriteBatchNode batchNodeWithFile:@"vis 1.png"];
[self addChild:_batchNode];
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"vis 1.plist"];
creature = [[[Npc alloc] initNpc] autorelease];
creature.position = ccp(200,200);
[_batchNode addChild:creature];
[self schedule:@selector(nextFrame:)];
[[SimpleAudioEngine sharedEngine] preloadEffect:@"super1.mp3"];
}
return self;
}
答案 0 :(得分:2)
你在loadAnimation中重新分配自己:
self = [Npc spriteWithTexture:sheet.texture];
那时我停止阅读代码。由于self已经是Npc类的一个实例,你必须问自己为什么要在像loadAnimation这样的Npc实例方法中这样做。
答案 1 :(得分:0)
所以,我明白了......这是代码:
<强> Npc.h:强>
#import "cocos2d.h"
@interface Npc : CCSprite
{
CCAction *_runAnimation;
CCAnimation *_normalAnim;
CCAnimate *_normalAnimate;
}
@property (nonatomic, retain) CCAction *runAnimation;
- (void)animate;
- (id)initNpc;
@end
<强> Npc.m 强>
@synthesize runAnimation = _runAnimation;
@synthesize batchNode = _batchNode;
-(id) initNpc
{
if( (self=[super initWithSpriteFrameName:@"vis 1 0.png"]))
{
_normalAnim = [[CCAnimation alloc] init];
NSMutableArray* animFrames = [[NSMutableArray alloc] init];
int lastFrame = 7;
for (int x = 0; x < lastFrame; x++)
{
[animFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:@"vis 1 %d.png", x]]];
}
_normalAnim = [CCAnimation animationWithFrames: animFrames delay: 0.1];
self.runAnimation = [CCAnimate actionWithAnimation:_normalAnim restoreOriginalFrame:NO];
}
return self;
}
- (void)animate
{
[self runAction:_runAnimation];
}
HelloWorldLayer.m 中的
关于cocosDenshion中的奇怪崩溃。这也解决了......它原来是SimpleAudioEngine中的一个已知错误,只有当我有一个异常断点处于活动状态时才会抛出异常。解决方法:为我的声音创建一个类,如果我需要一个异常断点,我会注释掉声音...... - 不得不说,我更愿意这样: 在Npc类中,但对我来说这是太高级了。如果有人知道这一点,请告诉我......实际上要了解更好,更好地了解oop。
但这并不是绝对必要的...... -(id) init
{
if( (self=[super init]))
{
_batchNode = [CCSpriteBatchNode batchNodeWithFile:@"vis 1.png"];
[self addChild:_batchNode];
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"vis 1.plist"];
timer = 0;
creature = [[[Npc alloc] initNpc] autorelease];
creature.position = ccp(200,200);
[_batchNode addChild:creature];
[self schedule:@selector(nextFrame:)];
}
return self;
}
- (void)nextFrame:(ccTime)dt
{
timer += dt;
if (timer > 2.)
{
[creature animate];
timer = 0.;
}
}
_batchNode = [CCSpriteBatchNode batchNodeWithFile:@"vis 1.png"];
[self addChild:_batchNode];
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"vis 1.plist"];