NSArray removeObject删除数组中的所有对象

时间:2013-05-27 13:28:54

标签: ios objective-c cocos2d-iphone nsmutablearray nsarray

我的项目制造炸弹,爆炸,然后检查爆炸中的碰撞,最后删除没有碰撞的炸弹。这将更详细地解释here。以下代码执行此操作。

-(void)placeBomb
{
    NSLog(@"Bomb placed");
    _circle = [[CCSprite alloc]initWithFile:@"Circle.png"];
    CGPoint circle0position = ccp(_cat.position.x , _cat.position.y);
    CGPoint c0TileCoordt = [self tileCoordForPosition:circle0position];
    CGPoint c0TileCoord = [self positionForTileCoord:c0TileCoordt];
    _circle.position = c0TileCoord;
    [self addChild:_circle];
    id fade = [CCScaleTo actionWithDuration:3.5 scale:0];
    [_circle runAction:fade];

    double delayInSeconds = 3.0;
    dispatch_time_t popTime = dispatch_time(DISPATCH_TIME_NOW, (int64_t)(delayInSeconds * NSEC_PER_SEC));
    dispatch_after(popTime, dispatch_get_main_queue(), ^(void){
        [self explosionFromPoint:c0TileCoordt withSprite:_circle];
    });


}

- (BOOL)isLocationBombable:(CGPoint)tileCoord;
{
    if ([self isValidTileCoord:tileCoord] && ![self isWallAtTileCoord:tileCoord])
    {
        return YES;

    }
    else
    {
        return NO;
    }
}

-(void)explosionFromPoint:(CGPoint)explosionPoint withSprite:(CCSprite*)sprite;
{
    //int 
    explosionLenght += 1;
    if (explosionLenght >= 7) //Just for testing purposes, don't have a way to increase it naturally. 
    {
        explosionLenght = 1;
    }

    BOOL topB = YES;
    BOOL leftB = YES;
    BOOL bottomB = YES;
    BOOL rightB = YES;

    int bombX =    (explosionPoint.x + 1);
    int bombY =    (explosionPoint.y + 1);
    int bombNegX = (explosionPoint.x - 1);
    int bombNegY = (explosionPoint.y - 1);

    CGPoint top = ccp(explosionPoint.x, bombY);
    CGPoint left = ccp(bombNegX, explosionPoint.y);
    CGPoint bottom = ccp(explosionPoint.x, bombNegY);
    CGPoint right = ccp(bombX, explosionPoint.y);

    if (![self isLocationBombable:top])
    {topB = NO;}
    if (![self isLocationBombable:left])
    {leftB = NO;}
    if (![self isLocationBombable:bottom])
    {bottomB = NO;}
    if (![self isLocationBombable:right])
    {rightB = NO;}

    for (int i = 0; i <= explosionLenght; i++) {

        int bombX =    (explosionPoint.x + i);
        int bombY =    (explosionPoint.y + i);
        int bombNegX = (explosionPoint.x - i);
        int bombNegY = (explosionPoint.y - i);

        CGPoint top = ccp(explosionPoint.x, bombY);
        CGPoint left = ccp(bombNegX, explosionPoint.y);
        CGPoint bottom = ccp(explosionPoint.x, bombNegY);
        CGPoint right = ccp(bombX, explosionPoint.y);

        CCSprite *circleTop    = [[CCSprite alloc]initWithFile:@"Circle.png"];
        CCSprite *circleLeft   = [[CCSprite alloc]initWithFile:@"Circle.png"];
        CCSprite *circleBottom = [[CCSprite alloc]initWithFile:@"Circle.png"];
        CCSprite *circleRight  = [[CCSprite alloc]initWithFile:@"Circle.png"];
        int scaleTime = 5;
        if ([self isLocationBombable:top] && topB == YES)
        {
            circleTop.position = [self positionForTileCoord:top];
            [self addChild:circleTop];
            id fadeTop = [CCSequence actionOne:[CCMoveTo actionWithDuration:1 position:circleTop.position] two:[CCScaleTo actionWithDuration:scaleTime scale:0]];
            [circleTop runAction:fadeTop];
        }
        if ([self isLocationBombable:left] && leftB == YES)
        {
            circleLeft.position = [self positionForTileCoord:left];
            [self addChild:circleLeft];
            id fadeLeft = [CCSequence actionOne:[CCMoveTo actionWithDuration:1 position:circleLeft.position] two:[CCScaleTo actionWithDuration:scaleTime scale:0]];
            [circleLeft runAction:fadeLeft];
        }
        if ([self isLocationBombable:bottom] && bottomB == YES)
        {
            circleBottom.position = [self positionForTileCoord:bottom];
            [self addChild:circleBottom];
            id fadeBottom = [CCSequence actionOne:[CCMoveTo actionWithDuration:1 position:circleBottom.position] two:[CCScaleTo actionWithDuration:scaleTime scale:0]];
            [circleBottom runAction:fadeBottom];
        }
        if ([self isLocationBombable:right] && rightB == YES)
        {
            circleRight.position = [self positionForTileCoord:right];
            [self addChild:circleRight];
            id fadeRight = [CCSequence actionOne:[CCMoveTo actionWithDuration:1 position:circleRight.position] two:[CCScaleTo actionWithDuration:scaleTime scale:0]];
            [circleRight runAction:fadeRight];
        }
    }

    [currentBombs addObject:sprite];
    int a = [currentBombs count];
    NSLog(@"cBCount: %i",a);
    NSLog(@"Explosion done, call checkdamage");

    [self schedule:@selector(checkDamageForBomb)];
    [self performSelector:@selector(removeSprite:) withObject:sprite afterDelay:5];
}

-(void)removeSprite:(CCSprite *)sprite{
    int aa = [currentBombs count];
    NSLog(@"removeSprite startcall cbc: %i",aa);


    if([currentBombs containsObject:sprite])
    {
        NSLog(@"Found sprite in array, deleted!");
        [currentBombs removeObject:sprite];
        int a = [currentBombs count];
        NSLog(@"containObject cbc: %i",a);
    }
    else {
        NSLog(@"Didn't find the object in array, didn't delete!");
        int a = [currentBombs count];
        NSLog(@"elseCO cbc: %i",a);
    }
    if (currentBombs.count == 0)
    {
        [self stopCheckDamage];

    }

}

-(void)stopCheckDamage{

    NSLog(@"StopCheckDamage");
    [self unschedule:@selector(checkDamageForBomb)];

}

-(void)checkDamageForBomb{
    for (CCSprite* bomb in currentBombs) 
    {
        CGPoint bombPos = [self tileCoordForPosition:bomb.position];

        for (int i = 0; i <= explosionLenght; i++) {

            CGPoint playerPos = [self tileCoordForPosition:_cat.position];

            int bombX =    (bombPos.x + i);
            int bombY =    (bombPos.y + i);
            int bombNegX = (bombPos.x - i);
            int bombNegY = (bombPos.y - i);

            CGPoint centre = bombPos;
            CGPoint top = ccp(centre.x, bombY);
            CGPoint left = ccp(bombNegX, centre.y);
            CGPoint bottom = ccp(centre.x, bombNegY);
            CGPoint right = ccp(bombX, centre.y);

            //pastebin.com/biuQBfnv

            if (CGPointEqualToPoint(top, playerPos) || CGPointEqualToPoint(left, playerPos) || CGPointEqualToPoint(bottom, playerPos) || CGPointEqualToPoint(right, playerPos))
            {
                playerHits += 1;
                NSLog(@"Player hit %i",playerHits);
                [currentBombs removeObject:bomb];
                break;
            }
        }
    }
}

我的问题在于-(void)removeSprite:(CCSprite *)sprite{方法。这应该只删除它所调用的那个,而是将它们全部杀掉,正如你在这个日志中看到的那样。

15:14:02.499 Tile[1549:c07] Bomb placed
15:14:03.816 Tile[1549:c07] Bomb placed
15:14:05.501 Tile[1549:c07] cBCount: 1
15:14:05.501 Tile[1549:c07] Explosion done, call checkdamage
15:14:06.818 Tile[1549:c07] cBCount: 2
15:14:06.819 Tile[1549:c07] Explosion done, call checkdamage
15:14:06.819 Tile[1549:c07] CCScheduler#scheduleSelector. Selector already scheduled. Updating interval from: 0.00 to 0.00
15:14:10.503 Tile[1549:c07] removeSprite startcall cbc: 2 // has 2
15:14:10.503 Tile[1549:c07] Found sprite in array, deleted! //Line above and under
15:14:10.504 Tile[1549:c07] containObject cbc: 0 //Deleted 2, supposed to kill 1 
15:14:10.505 Tile[1549:c07] StopCheckDamage
15:14:11.820 Tile[1549:c07] removeSprite startcall cbc: 0
15:14:11.820 Tile[1549:c07] Didn't find the object in array, didn't delete!
15:14:11.821 Tile[1549:c07] elseCO cbc: 0
15:14:11.821 Tile[1549:c07] StopCheckDamage

如果您查看上面代码中的日志位置,您会看到它删除了两个而不是我想要的那个。如何防止此行为或将其自定义为仅杀死正确的精灵?

编辑:澄清 我认为当我使用{(1)} - (void)explosionFromPoint:(CGPoint)explosionPoint withSprite:(CCSprite *)sprite; 这会以某种方式给对象一个唯一的ID并知道我在谈论哪一个。我是编码的新手。

5 个答案:

答案 0 :(得分:4)

你在阵列中有两次相同的精灵。两个条目都被删除。如果您要使用removeObject,则需要创建多个精灵对象。否则,您需要使用removeObjectAtIndex

答案 1 :(得分:3)

@HotLicks提到的问题是你在数组中推送相同的实例。 您应该使用本地CCSprite实例,以便您的预定呼叫将使用不同的实例。添加相同实例两次的原因是因为placeBomb在发生任何事情之前被调用两次,而在第二次调用中您覆盖您创建的第一个实例。由于_circle是一个指针,因此调用两个计划任务时_circle将指向两个中的相同实例。

所以改变:

_circle = [[CCSprite alloc]initWithFile:@"Circle.png"];

致:

CCSprite *circle = [[CCSprite alloc]initWithFile:@"Circle.png"];

并使用circle而非_circle更新方法的其余部分。

答案 2 :(得分:2)

您的代码中存在一些问题。从阵列中删除对象时尝试检查类似的东西:

 if([currentBombs count]>1 )
    [currentBombs removeObjectAtIndex:1]; 

如果你的代码工作正常。这只是从数组中删除的一个对象。然后,我建议您检查removeSprite方法打印sprite对象,以检查出现了什么问题。

如果您使用相同的精灵对象,我认为您可以使用标记值。

答案 3 :(得分:1)

您可能两次添加相同(个体)精灵?

您可以记录对象本身,而不是记录具有计数的变量。它将打印其描述的值。这将默认打印出所有NSObject子类的类和地址。实际上NSMutableArray(和类似的NS ...类)打印得很好。

NSLog ("%@",myObj); 

这样做你可能会更清楚地看到真正发生的事情。

答案 4 :(得分:1)

创建炸弹时不要使用类变量并尝试....

CCSprite * _circle = [[CCSprite alloc]initWithFile:@"Circle.png"];