你好我正在制作一个cocos2d侧卷轴应用程序,我希望敌人随机飞到角色。我是目标c和cocos2d的初学者,所以这可能看起来像一个简单的问题,但任何帮助都是有价值的。 arc4random会帮助??
到目前为止,这是我的代码。我想要它以便这四种方法中的一种:redEnemyFlight,yellowEnemyFloating,blueEnemyFlight和spinTheRock在一个接一个的无限循环中一次一个地随机调用。
#import "FlyingEnemy.h"
@implementation FlyingEnemy
+(id)createEnemies{
return [[[self alloc]init]autorelease];
}
-(id)init{
if((self = [super init])){
CGSize size = [[CCDirector sharedDirector]winSize];
screenWidth = size.width;
screenHeight = size.height;
screenBounds = [[UIScreen mainScreen] bounds];
redEnemyFlameCounter = 1;
xPoint = screenWidth - 50;
yPoint = screenHeight/2;
yellowEnemyFlameCounter = 1;
blueEnemyFlameCounter = 1;
xPointBlueEnemy = screenWidth - 50;
yPointBlueEnemy = screenHeight - 50;
[self spinTheRock];
}
return self;
}
-(void)spinTheRock{
spinningRock = [CCSprite spriteWithFile:@"rocks.png"];
spinningRock.position = ccp(screenWidth * 1.5, screenHeight/2);
[self addChild:spinningRock z:-1];
[spinningRock runAction:[CCRepeatForever actionWithAction:[CCRotateBy actionWithDuration:2.0 angle:360]]];
moveTheRock = [CCMoveTo actionWithDuration:39.0 position:ccp(-500, spinningRock.position.y)];
[spinningRock runAction:moveTheRock];
[self schedule:@selector(removeTheSpinningRock:)interval:10.0f/1.0f];
}
-(void)removeTheSpinningRock:(ccTime)delta{
[self unschedule:@selector(removeTheSpinningRock:)];
[self stopAllActions];
[self createFlyingEnemy];
}
-(void)redEnemyFlight{
redEnemy = [CCSprite spriteWithFile:@"redenemy.png"];
redEnemy.position = ccp(xPoint, yPoint);
[self addChild:redEnemy z:-1];
[self schedule:@selector(shootTheBullets:)interval:1.0f/2.0f];
[self schedule: @selector(removeTheEnemy:)interval:18.0f/1.0f];
[self schedule: @selector(redEnemyFlame:)interval:1.0f/5.0f];
}
-(void)redEnemyFlame:(ccTime)delta{
redEnemyFlameCounter ++;
if (redEnemyFlameCounter % 2){
[redEnemy setTexture:[[CCSprite spriteWithFile:@"redenemy2.png"]texture]];
}else{
[redEnemy setTexture:[[CCSprite spriteWithFile:@"redenemy.png"]texture]];
}
}
-(void)removeTheEnemy:(ccTime)delta{
CCMoveBy* moveUp = [CCMoveBy actionWithDuration:2.0 position:ccp(100, screenHeight/2)];
[redEnemy runAction:moveUp];
[self unschedule:@selector(removeTheEnemy:)];
}
-(void)yellowEnemyFloating{
yellowEnemy = [CCSprite spriteWithFile:@"yellowenemy.png"];
yellowEnemy.position = ccp(screenWidth - 50, 50);
[self addChild:yellowEnemy z:-1];
yellowEnemyMoveDown = [CCMoveTo actionWithDuration:2.0 position:ccp(yellowEnemy.position.x, 50)];
yellowEnemyMoveUp = [CCMoveTo actionWithDuration:2.0 position:ccp(yellowEnemy.position.x, screenHeight/2)];
yellowEnemyFloatingSequnece = [CCSequence actions:yellowEnemyMoveUp, yellowEnemyMoveDown, nil];
yellowEnemyFloatingRepeat = [CCRepeat actionWithAction:yellowEnemyFloatingSequnece times:2];
[yellowEnemy runAction:yellowEnemyFloatingRepeat];
[self schedule: @selector(yellowEnemyFlame:)interval:1.0f/5.0f];
}
-(void)yellowEnemyFlame:(ccTime)delta{
yellowEnemyFlameCounter ++;
if (yellowEnemyFlameCounter % 2){
[yellowEnemy setTexture:[[CCSprite spriteWithFile:@"yellowenemy2.png"]texture]];
}else{
[yellowEnemy setTexture:[[CCSprite spriteWithFile:@"yellowenemy.png"]texture]];
}
[self schedule:@selector(yellowEnemyFlight:)interval:8.0f/1.0f];
}
-(void)yellowEnemyFlight:(ccTime)delta{
yellowEnemyMoveLeft = [CCMoveTo actionWithDuration:4.0 position:ccp(-100, bulletY)];
[yellowEnemy runAction:yellowEnemyMoveLeft];
[self schedule:@selector(removeTheYellowEnemy:)interval:4.0f/1.0f];
}
-(void)removeTheYellowEnemy:(ccTime)delta{
CCMoveTo* removeYellowEnemy = [CCMoveTo actionWithDuration:1.0 position:ccp(-100, screenHeight/2)];
[yellowEnemy runAction:removeYellowEnemy];
[self unschedule:@selector(removeTheYellowEnemy:)];
}
-(void)blueEnemyFlight{
blueEnemy = [CCSprite spriteWithFile:@"blueenemy.png"];
blueEnemy.position = ccp(xPointBlueEnemy, yPointBlueEnemy);
[self addChild:blueEnemy z:-1];
[self schedule:@selector(shootTheWaterBullets:)interval:1.0f/2.0f];
CCMoveTo* blueEnemyMoveDown = [CCMoveTo actionWithDuration:3.0 position:ccp(xPointBlueEnemy, 70)];
CCMoveTo* blueEnemyMoveUp = [CCMoveTo actionWithDuration:3.0 position:ccp(xPointBlueEnemy, yPointBlueEnemy - 10)];
CCSequence* blueEnemyFloatingSequence = [CCSequence actions:blueEnemyMoveDown, blueEnemyMoveUp, nil];
CCRepeat* blueEnemyFloatingRepeat = [CCRepeat actionWithAction:blueEnemyFloatingSequence times:3];
[blueEnemy runAction:blueEnemyFloatingRepeat];
[self schedule: @selector(removeTheBlueEnemy:)interval:18.0f/1.0f];
[self schedule: @selector(blueEnemyFlame:)interval:1.0f/5.0f];
}
-(void)blueEnemyFlame:(ccTime)delta{
blueEnemyFlameCounter ++;
if (blueEnemyFlameCounter % 2){
[blueEnemy setTexture:[[CCSprite spriteWithFile:@"blueenemy2.png"]texture]];
}else{
[blueEnemy setTexture:[[CCSprite spriteWithFile:@"blueenemy.png"]texture]];
}
}
-(void)removeTheBlueEnemy:(ccTime)delta{
CCMoveBy* moveUpBlueEnemy = [CCMoveBy actionWithDuration:0.5 position:ccp(200, 400)];
[blueEnemy runAction:moveUpBlueEnemy];
[self unschedule:@selector(removeTheBlueEnemy:)];
}
-(void) createFlyingEnemy{
// I am assuming you have an Enemy class or equivalent,
// and that it subclasses from CCNode somehow
NSUInteger randomEnemy = arc4random() % 3; // will return 0-3
return [self createEnemyOfType:randomEnemy];
}
-(void) createEnemyOfType:(NSUInteger) enemyType {
switch(enemyType) {
case 0: return [self redEnemyFlight];
case 1: return [self yellowEnemyFloating];
case 2: return [self blueEnemyFlight];
default : return [self spinTheRock];
}
}
-(void)checkForOverlap{
if (isRedEnemyOnTheScreen == YES) {
[self removeChild:yellowEnemy cleanup:YES];
[self removeChild:blueEnemy cleanup:YES];
[self removeChild:spinningRock cleanup:YES];
}
if (isYellowEnemyOnTheScreen == YES) {
[self removeChild:redEnemy cleanup:YES];
[self removeChild:blueEnemy cleanup:YES];
[self removeChild:spinningRock cleanup:YES];
}
if (isBlueEnemyOnTheScreen == YES) {
[self removeChild:redEnemy cleanup:YES];
[self removeChild:yellowEnemy cleanup:YES];
[self removeChild:spinningRock cleanup:YES];
}
if (isSpinningRockOnTheScreen == YES) {
[self removeChild:redEnemy cleanup:YES];
[self removeChild:yellowEnemy cleanup:YES];
[self removeChild:blueEnemy cleanup:YES];
}
}
@end
答案 0 :(得分:0)
我会向你的控制器添加这样的东西:
// in your .h add a few iVars
float minDelay,maxDelay;
BOOL spawnEnabled;
// in your init setup a couple of iVars
minDelay = 0.5; // seconds
maxDelay = 2.0; // seconds
spawnEnabled = NO;
// where you are ready to spawn
spawnEnabled = YES;
[self scheduleOnce:@selector(spawnOneEnemy) delay:0.];
// add the spawning method
-(void) spawnOneEnemy {
if(!spawnEnabled) return; // prevent spawning if this was called
// after a gameOver or Win was declared
// here, compute the random x,y coords where you want to spawn
CGPoint spawnCoords = [self randomSpawnCoordinates];
// create and add an enemy at the random coordinate
Enemy * enemy = [self createEnemy];
enemy.position = spawnCoords;
[self addChild enemy]; // assumes 'self' is a CCNode subclass
// compute the next spawn time
u_int32_t delta = (u_int32_t) (ABS(maxDelay-minDelay)*1000); // ms resolution
float randomDelta = arc4random_uniform(delta)/1000.; // now in seconds
[self scheduleOnce:@selector(spawnOneEnemy) delay:randomDelta];
}
// where you win
spawnEnabled = NO;
// where you lose
spawnEnabled = NO;
// left as an exercise to the reader :
-(CGPoint) randomSpawnCoordinates {
}
-(Enemy *) createEnemy {
// I am assuming you have an Enemy class or equivalent,
// and that it subclasses from CCNode somehow
NSUInteger randomEnemy = arc4random_uniform(4); // will return 0-3
return [self createEnemyOfType:randomEnemy];
}
-(Enemy *) createEnemyOfType:(NSUInteger) enemyType {
// assumes all your enemy types subclass Enemy
switch(enemyType) {
case 0: return [self createEnemyOfType0];
case 1: return [self createEnemyOfType1];
case 2: return [self createEnemyOfType2];
case 3: return [self createEnemyOfType3];
default : return [self createEnemyOfType1];
}
}
编辑:澄清了iVars声明。 编辑:为随机敌人提出一些想法