使用相同的CCSprite运行多个CCAction

时间:2013-04-03 11:49:20

标签: cocos2d-iphone ccsprite kobold2d ccaction

我目前正在开发一款带有Kobold2d(cocos2d)的手机游戏,但我在使用多个动画制作一个CCSprite时遇到了一些麻烦。我的问题是:使用相同的CCSprite(播放器)如何使用两个不同的动画为其设置动画。我正在使用Kobold2D 2.0.4和Xcode 4.6,对于动画,我有一个用pvr.ccz压缩的textureAtlas。

我创建了一个动画助手类:

+(CCAnimation *) startFrames:(int) startFrame
                 endFrame:(int) endFrame
                frameName:(NSString *) frameName
                    delay:(float) delay
{
    NSMutableArray *frames = [NSMutableArray arrayWithCapacity:endFrame];
    CCSpriteFrameCache *sharedFrameCache = [CCSpriteFrameCache sharedSpriteFrameCache];

    for (int i = startFrame; i <= endFrame; i++) {
        CCSpriteFrame *frame = [sharedFrameCache spriteFrameByName:[NSString stringWithFormat:@"%@%i.png",frameName,i]];
        [frames addObject:frame];
    }

    return [CCAnimation animationWithSpriteFrames:frames delay:delay];
}

+(CCAnimation *) jumpPoints:(CGPoint[]) points
                startFrames:(int) startFrame
                   endFrame:(int) endFrame
                  frameName:(NSString *) frameName
                      delay:(float) delay
{
    NSMutableArray *frames = [NSMutableArray arrayWithCapacity:endFrame];
    CCSpriteFrameCache *sharedFrameCache = [CCSpriteFrameCache sharedSpriteFrameCache];

    for (int i = startFrame; i <= endFrame; i++) {
        CCSpriteFrame *frame = [sharedFrameCache spriteFrameByName:[NSString stringWithFormat:@"%@%i.png",frameName,i]];
        [frame setOffsetInPixels:points[i]];
        [frames addObject:frame];
    }

    return [CCAnimation animationWithSpriteFrames:frames delay:delay];
}

我有一个播放器类,我初始化播放器并创建两个CCAnimation。在头文件中,我存储了两个CCAnimate类型变量:

CCAnimate *jump;
CCAnimate *walk;

在.m文件中

-(id) init
{
    if (self = [super init])
    {        
        sprite = [[Loading shareLoading] loadTempCcsprite];
        CGSize screenSize = [[CCDirector sharedDirector] winSize];

        localPostion = CGPointMake(screenSize.width, screenSize.height);

        CGPoint points[] = {CGPointMake(0, 10),CGPointMake(0, 50),CGPointMake(0, 80),
            CGPointMake(0, 10),CGPointMake(0, 0)};
        CCAnimation *animationJump = [CCAnimationHelper jumpPoints:points startFrames:0 endFrame:4 frameName:@"cactus" delay:0.10f];

        jump = [CCAnimate actionWithAnimation:animationJump];

        CCAnimation *animationWalk = [CCAnimationHelper startFrames:0 endFrame:4 frameName:@"cactus" delay:0.10f];

        walk = [CCAnimate actionWithAnimation:animationWalk];

        [self addChild:sprite];
    }
    return self;
}

最后,我有输入层,用户有两个跳跃按钮和攻击和操纵杆移动播放器。

以下是代码:

-(void) update:(ccTime)delta
{
    if ([jump active])
    {
        CCAnimate *animation = [player jump];
        [player runAction:animation];
    }
    else if (joystick.velocity.x > 0)
    {
        float velocity = [joystick velocity].x * 700 * delta;

        CGPoint playerPosition = CGPointMake([player localPostion].x + velocity * delta, [player localPostion].y    );

        id animation = [player walk];
        [player runAction:animation];
        [player setLocalPostion:playerPosition];
    }
}

如果我编译此代码,在输入图层中按下跳转按钮时游戏崩溃并且输出控制台说:

* 断言失败 - [CCActionManager addAction:target:paused:]

1 个答案:

答案 0 :(得分:1)

您正在尝试在它仍在运行时再次运行相同的操作。

要避免这种情况,请始终在runAction:

之前调用stopAction
[player stopAction:animation];
[player runAction:animation];