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。
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"];