我正在使用cocos2D写一个二十一点游戏。 我使用CCSequence很多,在我的代码中的许多地方都有问题。 我遇到的问题是一个动作在前一个动作完成之前触发。 例如:
-(void)standButtonPressed:(id)sender
{
[self removeChildByTag:333];
if ((splitNumber<3)&&(numberSplitHits>0))
{
[self removeChildByTag:333];
splitNumber++;
if ([[hands objectAtIndex:splitNumber]handTotal]==0)
goto end;
[self afterSpliting];
[self addArrow];
return;
}
end:
[self removeChildByTag:333];
[[BackgroundLayer sharedBackground]menuSetup:hand gamePhase:3];
BJDrawnCard *holeCard = [dealerHand getFlippedCard];
[holeCard flipCard];
[[SimpleAudioEngine sharedEngine] playEffect:SND_DEAL_CARD];
[self generateDealerHandDisplay];
[self updateDealerHandScoreDisplay];
id myCallFun1 = [CCCallFunc actionWithTarget:self selector:@selector(finishDrawingDealer)];
id myCallFun2 = [CCCallFunc actionWithTarget:self selector:@selector(checkWhoWonHand)];
id myCallFun3 = [CCCallFuncND actionWithTarget:[BackgroundLayer sharedBackground] selector:@selector(menuSetup:gamePhase:)data:(void*)6];
CCDelayTime *delay = [CCDelayTime actionWithDuration:2];
[self runAction:[CCSequence actions:myCallFun1,delay,myCallFun2,myCallFun3 ,nil]];
}
所以myCallFunc2会在myCallFun1完成之前开始运行。 在使用CCSequence时,我在代码的其他部分遇到了同样的问题,操作会按顺序启动,但不会等到下一个操作开始之前完成操作。
是否有更好的方法来排序操作,甚至可能替代CCSequence?
这是myCallFun1调用的方法:
-(void)finishDrawingDealer
{
if (dealerHand.handTotal<17)
{
drawnCard=[havila drawFromDeck];
[drawnCard setDisplayFrame:[[CCSpriteFrameCache sharedSpriteFrameCache]spriteFrameByName:drawnCard.imageFileName]];
CCMoveTo *move =[self animateDealerCards:drawnCard andPosition:[self dealerCardPosition]];
CCDelayTime *delay = [CCDelayTime
actionWithDuration:0.5];
[dealerHand getCard:drawnCard];
//Run the action
numDealerHits++;
[self performSelector:@selector(updateDealerHandScoreDisplay) withObject:nil afterDelay:1.0];
if (dealerHand.handTotal<17) {
id more = [CCCallFunc actionWithTarget:self selector:@selector(finishDrawingDealer)];
[drawnCard runAction:[CCSequence actions:delay,move,delay,more,nil]];
} else {
[drawnCard runAction:[CCSequence actions:delay,move,delay,nil]];
}
if (dealerHand.handTotal>21)
[self dealerBusted];
}
}
答案 0 :(得分:2)
问题来自于CCCallFunc动作是即时的。他们不关心给定选择器运行多长时间,他们关心的只是调用该选择器。在他们调用了他们的选择器后,他们已经有效地完成了他们的工作,然后序列转移到下一个动作。
相反,您可以在每个方法的末尾调用下一个方法,如下所示。我还注意到你想要一个延迟,你可以用序列和CCCallFunc。
- (void)finishDrawingDealer
{
//Do your work that takes time
//Once it has finished
id callNextMethod = [CCCallFunc actionWithTarget:self selector:@selector(checkWhoWonHand)];
id sequence = [CCSequence actions:[CCDelayTime actionWithDuration:2.0f], callNextMethod, nil];
[self runAction:sequence];
}