我在让sprite做一个步行动画时遇到了一些麻烦。目前,它只显示动画的第一帧并在屏幕上“滑动”。我尝试了一些不同的事情,但没有成功,我需要一些帮助来找出问题所在。
以下是精灵类的头文件:
#import <Foundation/Foundation.h>
#import "cocos2d.h"
#import "mainGameLayer.h"
@class MainGameLayer, Waypoint, Tower;
@interface Unit : CCSprite {
CGPoint myPosition;
int maxHP;
int currentHP;
float walkingSpeed;
Waypoint *destinationWaypoint;
BOOL active;
}
@property (nonatomic, assign) MainGameLayer *theGame;
@property (nonatomic, strong) CCSprite *mySprite;
@property (nonatomic, strong) CCAction *walkAction;
@property (nonatomic, assign) float centerToSides;
@property (nonatomic, assign) float centerToBottom;
+(id) nodeWithTheGame: (MainGameLayer *)_game;
-(id) initWithTheGame: (MainGameLayer *)_game;
-(void) doActivate;
-(void) getRemoved;
@end
Sprite类实现文件:
#import "Unit.h"
#import "Tower.h"
#import "Waypoint.h"
#define HEALTH_BAR_WIDTH 20
#define HEALTH_BAR_ORIGIN -10
@implementation Unit
@synthesize theGame;
@synthesize mySprite;
+(id) nodeWithTheGame:(MainGameLayer *)_game
{
return [[self alloc] initWithTheGame:_game];
}
// BELOW IS THE ORIGINAL INIT FUNCTION, UNMODIFIED, AND IN WORKING CONDITION
-(id) initWithTheGame:(MainGameLayer *)_game
{
if ((self=[super init])) {
CCArray *walkFrames = [CCArray arrayWithCapacity:6];
for (int i = 0; i < 6; i++) {
CCSpriteFrame *frame = [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:[NSString stringWithFormat:@"hero_walk_%02d.png", i]];
[walkFrames addObject:frame];
}
CCAnimation *walkAnimation = [CCAnimation animationWithSpriteFrames:[walkFrames getNSArray] delay:1.0/12.0];
theGame = _game;
maxHP = 40;
currentHP = maxHP;
active = FALSE;
walkingSpeed = 0.5;
Waypoint * waypoint = (Waypoint *)[theGame.waypoints objectAtIndex:([theGame.waypoints count]-1)];
destinationWaypoint = waypoint.nextWaypoint;
CGPoint pos = waypoint.myPosition;
myPosition = pos;
self.mySprite = [CCSprite spriteWithSpriteFrameName:@"hero_walk_00.png"];
self.mySprite.position = pos;
[self addChild:mySprite];
mySprite.flipX = 180;
self.walkAction = [CCRepeatForever actionWithAction: [CCAnimate actionWithAnimation:walkAnimation]];
[theGame addChild:self];
[self scheduleUpdate];
}
return self;
}
-(void) doActivate
{
active = TRUE;
[self stopAllActions];
[self runAction: self.walkAction];
}
-(void) update:(ccTime)dt
{
if(!active)return;
if([theGame circle:myPosition withRadius:1 collisionWithCircle:destinationWaypoint.myPosition
collisionCircleRadius:1])
{
if(destinationWaypoint.nextWaypoint)
{
destinationWaypoint = destinationWaypoint.nextWaypoint;
}else
{
//Reached the end of the road. Damage the player
[theGame getHpDamage];
[self getRemoved];
}
}
CGPoint targetPoint = destinationWaypoint.myPosition;
float movementSpeed = walkingSpeed;
CGPoint normalized = ccpNormalize(ccp(targetPoint.x-myPosition.x,targetPoint.y-myPosition.y));
mySprite.rotation = CC_RADIANS_TO_DEGREES(atan2(normalized.y,-normalized.x));
myPosition = ccp(myPosition.x+normalized.x * movementSpeed,
myPosition.y+normalized.y * movementSpeed);
[mySprite setPosition:myPosition];
}
-(void) getRemoved
{
[self.parent removeChild:self cleanup:YES];
[theGame.units removeObject: self];
// Notify the game that we killed an enemy so we can check if we can send another wave
[theGame enemyGotKilled];
}
-(void) draw
{
ccDrawSolidRect(ccp(myPosition.x + HEALTH_BAR_ORIGIN, myPosition.y + 16), ccp(myPosition.x + HEALTH_BAR_ORIGIN + HEALTH_BAR_WIDTH, myPosition.y + 14), ccc4f(1.0, 0, 0, 1.0));
ccDrawSolidRect(ccp(myPosition.x + HEALTH_BAR_ORIGIN, myPosition.y + 16), ccp(myPosition.x + HEALTH_BAR_ORIGIN + (float)(currentHP * HEALTH_BAR_WIDTH)/maxHP, myPosition.y + 14), ccc4f(0, 1.0, 0, 1.0));
}
@end
这是主游戏标题文件:
#import <Foundation/Foundation.h>
#import "cocos2d.h"
@interface MainGameLayer : CCLayer {
}
+ (CCScene *) scene;
- (BOOL) circle:(CGPoint)circlePoint withRadius:(float)radius collisionWithCircle:(CGPoint)circlePointTwo collisionCircleRadius:(float)radiusTwo;
void ccFillPoly (CGPoint *poli, int points, BOOL closePolygon);
- (void) enemyGotKilled;
- (void) getHpDamage;
@property (nonatomic, strong) NSMutableArray *towers;
@property (nonatomic, strong) NSMutableArray *waypoints;
@property (nonatomic, strong) NSMutableArray *units;
@end
最后是主要的游戏实现文件:
#import "MainGameLayer.h"
#import "Tower.h"
#import "Waypoint.h"
#import "Unit.h"
@implementation MainGameLayer
@synthesize towers;
@synthesize waypoints;
@synthesize units;
+ (CCScene *) scene
{
CCScene *scene = [CCScene node];
MainGameLayer *layer = [MainGameLayer node];
[scene addChild: layer];
return scene;
}
- (id) init
{
if ((self = [super init])) {
// Initialize
self.isTouchEnabled = TRUE;
CGSize winSize = [CCDirector sharedDirector].winSize;
// Setting the background (Map)
CCSprite *background = [CCSprite spriteWithFile:@"layout.png"];
[self addChild: background];
[background setPosition: ccp(winSize.width/2, winSize.height/2)];
[self addWaypoints];
// In Game Buttons / Menu
CCMenuItem *sampleButton = [CCMenuItemImage itemWithNormalImage:@"sample.jpg" selectedImage:@"sample.jpg" target:self selector:@selector(samplePurchased:)];
CCMenu *PurchaseUI = [CCMenu menuWithItems:sampleButton, nil];
[PurchaseUI setScale:0.5];
[PurchaseUI setPosition:ccp(63, 51)];
[PurchaseUI alignItemsHorizontally];
PurchaseUI.isTouchEnabled = TRUE;
[self addChild: PurchaseUI];
// Set up the sprite sheets (Currently in testing)
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"pd_sprites.plist"];
CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"pd_sprites.pvr.ccz"];
[self addChild: spriteSheet];
}
return self;
}
-(BOOL) canBuyTower
{
return YES;
}
-(void) ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
for (UITouch *touch in touches) {
CGPoint location = [touch locationInView: [touch view]];
location = [[CCDirector sharedDirector] convertToGL: location];
CCLOG(@"X: %f Y: %f", location.x, location.y);
if ([self canBuyTower]) {
// Spend the gold later
Tower *tower = [Tower nodeWithTheGame:self location: location];
[towers addObject: tower];
}
}
}
-(void) addWaypoints
{
waypoints = [[NSMutableArray alloc] init];
Waypoint * waypoint1 = [Waypoint nodeWithTheGame:self location:ccp(-25,360)];
[waypoints addObject:waypoint1];
Waypoint * waypoint2 = [Waypoint nodeWithTheGame:self location:ccp(73,360)];
[waypoints addObject:waypoint2];
waypoint2.nextWaypoint =waypoint1;
Waypoint * waypoint3 = [Waypoint nodeWithTheGame:self location:ccp(467,360)];
[waypoints addObject:waypoint3];
waypoint3.nextWaypoint =waypoint2;
Waypoint * waypoint4 = [Waypoint nodeWithTheGame:self location:ccp(905,360)];
[waypoints addObject:waypoint4];
waypoint4.nextWaypoint =waypoint3;
Waypoint * waypoint5 = [Waypoint nodeWithTheGame:self location:ccp(1050,360)];
[waypoints addObject:waypoint5];
waypoint5.nextWaypoint =waypoint4;
}
-(BOOL) circle:(CGPoint)circlePoint withRadius:(float)radius collisionWithCircle:(CGPoint)circlePointTwo collisionCircleRadius:(float)radiusTwo
{
float xdif = circlePoint.x - circlePointTwo.x;
float ydif = circlePoint.y - circlePointTwo.y;
float distance = sqrt(xdif*xdif + ydif*ydif);
if (distance <= radius + radiusTwo) {
return TRUE;
}
return FALSE;
}
-(void) samplePurchased: (id)sender
{
Unit *unit = [Unit nodeWithTheGame: self];
[units addObject: unit];
[unit schedule:@selector(doActivate)];
}
@end
答案 0 :(得分:0)
最终这个选择器会在每一帧运行:
-(void) doActivate
{
active = TRUE;
[self stopAllActions];
[self runAction: self.walkAction];
}
所以每一帧都停止所有动作,并运行一个新的步行动作。下一帧行走动作停止,然后重新启动。冲洗并重复。
由于步行动画从每一帧开始,它将永远不会有机会前进到下一帧。