已经发射了多少子弹?

时间:2013-01-22 20:51:34

标签: iphone ios xcode cocos2d-iphone sprite

我非常沮丧,我知道这只是因为我不知道我在用cocos2d做什么。我正在关注cocos2d上的Ray Wenderlich教程,我试图把它们放在一起。轻敲屏幕时,向水龙头方向射出一颗子弹。我正在使用

- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
    UITouch *touch = [touches anyObject];
    CGPoint touchLocation = [self convertTouchToNodeSpace:touch];
    [self.officer shootToward:touchLocation];
    [self.officer shootNow];
}

- (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
    UITouch *touch = [touches anyObject];
    CGPoint touchLocation = [self convertTouchToNodeSpace:touch];
    [self.officer shootToward:touchLocation];
    [self.officer shootNow];
}

在我的官员类中调用这些方法

- (void)shootNow {
    // 1
    CGFloat angle = ccpToAngle(_shootVector);
    _gun.rotation = (-1 * CC_RADIANS_TO_DEGREES(angle)) + 90;

    // 2
    CGSize winSize = [[CCDirector sharedDirector] winSize];
    float mapMax = MAX(winSize.width, winSize.height);
    CGPoint actualVector = ccpMult(_shootVector, mapMax);

    // 3
    float POINTS_PER_SECOND = 300;
    float duration = mapMax / POINTS_PER_SECOND;

    // 5
    for(id item in self.children) {
    NSString *bulletName = [NSString stringWithFormat:@"bullet.png"];
    CCSprite * bullet = [CCSprite spriteWithSpriteFrameName:bulletName];
    //bullet.tag = _type;
    bullet.position = ccpAdd(self.position, ccpMult(_shootVector, _gun.contentSize.height));
    CCMoveBy * move = [CCMoveBy actionWithDuration:duration position:actualVector];
    CCCallBlockN * call = [CCCallBlockN actionWithBlock:^(CCNode *node) {
        [node removeFromParentAndCleanup:YES];
    }];
    [bullet runAction:[CCSequence actions:move, call, nil]];
    [self.batchNode addChild:bullet];

        //[self addChild:bullet];
        [_shotsFired addObject:bullet];
    }
}

所以我认为这将是一个简单的for循环,通过第5步x次,然后调用重载方法。那不行。所以我试着计算屏幕上的触摸数,我想如果我有x量的水龙头然后调用重载方法(尚未写入)?问题是每当你按下屏幕的不同区域时,计数从一个区域开始。有些人请帮助我度过这个漫长的拔毛过程吗?我如何计算我开枪的次数?

1 个答案:

答案 0 :(得分:2)

难道你不能只在你的视图控制器上创建一个属性,然后每次调用现在的方法只需在属性中加1,然后在调用重载方法时将其重置为0?