在我的测试游戏中,我有一些精灵( Bubbles = NSMutableArray),它们出现在屏幕底部的随机位置。
我有 addBubble 和 spawBubble 方法:
- (void) addBubble {
CGSize winSize = [[CCDirector sharedDirector] winSize];
bubbles = [[NSMutableArray alloc] init];
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"bubbleSpriteList.plist"];
CCSpriteBatchNode *bubbleSpriteList = [CCSpriteBatchNode batchNodeWithFile:@"bubbleSpriteList.png"];
[self addChild:bubbleSpriteList];
bigBubble = [CCSprite spriteWithSpriteFrameName:@"bubble"];
[self addChild:bigBubble];
[bubbles addObject:bigBubble];
for (CCSprite *bubble in bubbles) {
int minX = bubble.contentSize.width/2;
int maxX = winSize.width-bubble.contentSize.width/2;
int rangeX = maxX - minX;
int actualX = (arc4random() % rangeX) + minX;
bubble.position = ccp(actualX, 0);
int minSpeed = 15.0;
int maxSpeed = 20.0;
int rangeSpeed = maxSpeed - minSpeed;
int actualSpeed = (arc4random() % rangeSpeed) + minSpeed;
ccBezierConfig bubblePath;
bubblePath.controlPoint_1 = ccp(200, winSize.height/3);
bubblePath.controlPoint_2 = ccp(-200, winSize.height/1.5);
bubblePath.endPosition = ccp(0, winSize.height+bubble.contentSize.height/2);
id bezierMove = [CCBezierBy actionWithDuration:actualSpeed bezier:bubblePath];
[bubble runAction:bezierMove];
}}
-(void)spawBubble:(ccTime)dt {
[self addBubble];}
然后在我的 init 方法中,我添加了带有随机时间间隔的背景和 spawBubble 方法
[self schedule:@selector(spawBubble:) interval:actualTime];
我试图通过 Bubbles 打击每个气泡,当它被触摸时,使用此代码
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
CGPoint touchLocation = [touch locationInView:[touch view]];
touchLocation = [[CCDirector sharedDirector] convertToGL:touchLocation];
touchLocation = [self convertToNodeSpace:touchLocation];
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
CGPoint touchLocation = [touch locationInView:[touch view]];
touchLocation = [[CCDirector sharedDirector] convertToGL:touchLocation];
touchLocation = [self convertToNodeSpace:touchLocation];
for (CCSprite *bubble in bubbles) {
CGRect bubbleRect = CGRectMake(bubble.position.x - (bubble.contentSize.width/2),
bubble.position.y - (bubble.contentSize.height/2),
bubble.contentSize.width,
bubble.contentSize.height);
if (CGRectContainsPoint(bubbleRect, touchLocation)) {
NSLog(@"%i", [bubbles count]);
[bubble setDisplayFrame:[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:@"bubbleBlow"]];
id disappear = [CCFadeTo actionWithDuration:0.1 opacity:0];
[bubble runAction:disappear];
}
}
return TRUE;}
如果屏幕上只有一个气泡,每个气泡都会吹得很好,但如果屏幕上出现一个气泡而另一个气泡出现,那么只有最后一个气泡会检测到触摸。
我做错了什么?
答案 0 :(得分:0)
很难说没有看到更多代码 - 但这是我开始的地方:
在这一行之上:
for (CCSprite *bubble in bubbles) {
添加:
NSLog(@"%i", [bubbles count]);
编辑:
根据您添加的代码:
你的问题在于这一行:
bubbles = [[NSMutableArray alloc] init];
每次添加新气泡时都会有效地清除bubbles
数组。
所以,阵列中只会有一个气泡 - 最后一个气泡。
因此你遇到了问题。
答案 1 :(得分:0)
我通过删除bubbles = [[NSMutableArray alloc] init];
并将其添加到 init 方法来更改 addBubble 方法...
现在一切都很完美! )