Updatoqueue和Cocos2d scheduleUpdate冲突

时间:2012-12-11 02:50:59

标签: iphone objective-c ios cocos2d-iphone

我正在使用CoreMotion收集加速度计数据来改变精灵的位置。为此,您需要使用块并更新到队列。但是,这样做与cocos2d scheduleUpdate冲突。这是Core self.motionManager =

的代码
[[CMMotionManager alloc] init];
        if (motionManager.isAccelerometerAvailable) {
            NSOperationQueue *queue = [[NSOperationQueue alloc] init];
            [self.motionManager
             startAccelerometerUpdatesToQueue:queue
             withHandler:^(CMAccelerometerData *accelerometerData, NSError *error) {
                 // Deceleration
                 float deceleration = 0.4f;                         // Controls how fast velocity deceerates/low = quck to change dir
                 // sensitivity
                 float sensitivity=0.6f;
                 //how fast the velocity can be at most
                 float maxVelocity=100;

                 // adjust the velocity basedo n current accelerometer acceleration
                 playerVelocity.x = playerVelocity.x*deceleration+accelerometerData.acceleration.x*sensitivity;

                 // we must limit the maximum velocity of the players sprite, in both directions
                 if (playerVelocity.x>maxVelocity) {
                     playerVelocity.x=maxVelocity;
                 }else if (playerVelocity.x < -maxVelocity) {
                     playerVelocity.x = -maxVelocity;
                 }

                 // schedule the -(void)update:(ccTime)delta method to be called every frame

                 [self scheduleUpdateWithPriority:0];
             }];

        }

这是我的日程安排更新的代码:

/*************************************************************************/
//////////////////////////Listen for Accelerometer/////////////////////////
/*************************************************************************/
-(void) update:(ccTime)delta
{
    // Keep adding up the playerVelocity to the player's position
    CGPoint pos = player.position;
    pos.x += playerVelocity.x;

    // The player should also be stopped form going outside the screen
    CGSize screenSize = [CCDirector sharedDirector].winSize;
    float imageWidthHalved = player.texture.contentSize.width * 0.5f;
    float leftBorderLimit = imageWidthHalved;
    float rightBorderLimit = screenSize.width - imageWidthHalved;

    // preventing the player sprite from moving outside of the screen
    if (pos.x < leftBorderLimit) {
        pos.x=leftBorderLimit;
        playerVelocity=CGPointZero;
    } else if (pos.x>rightBorderLimit)
    {
        pos.x=rightBorderLimit;
        playerVelocity = CGPointZero;
    }

    // assigning the modified position back
    player.position = pos;
}

我知道我可以绕过使用scheduleUpdate并将更新代码放在第一个块中,但我仍然希望能够使用scheduleUpdates。我该如何解决这个问题?

非常感谢你的帮助。

P.S。这是我的错误

    *** Terminating app due to uncaught exception
 'NSInternalInconsistencyException', reason: 
'CCScheduler: You can't re-schedule an 'update' selector'. 
Unschedule it first'

1 个答案:

答案 0 :(得分:0)

问题是每帧都会调用加速度计块,因此您无法在那里安排更新。

只需在init中安排一次更新。然后使用BOOl iVar /属性来跟踪您的更新方法是否应该处理它正在做什么。

或者移动块内的所有更新代码。毕竟,加速计值会更新每一帧,因此您实际上不会错过“更新”。