所以我试图将Cocos2D示例中的EaseActionsTest示例中的alterTime方法实现到我的游戏中。
我正在尝试将这个想法应用到我的游戏中,以便为我的游戏创建一个冻结时间类型的加电。我已经设置了一个带有CCMenu的单独HUDLayer,将小行星的CCSpeed更改为0以停止移动。我已经设置了一个CCLog来确保我的freezeTime方法被调用,但它确实如此,但是小行星的CCSpeeds不受影响。这是我的代码,以便更清晰。
HUDLayer.h
#import "ActionLayer.h"
@interface HUDLayer : CCLayer {
GameObject *asteroid;
}
-(void)freezeTime:(ccTime)dt;
HUDLayer.mm
-(void)freezeTime:(ccTime)dt
{
id action = [asteroid getActionByTag:kTagAsteroidAction];
[action setSpeed:0.0f];
CCLOG(@"Freeze!");
}
-(void)createPowerUpButtons
{
CGSize winSize = [CCDirector sharedDirector].winSize;
CCSprite *freeze = [CCSprite spriteWithSpriteFrameName:@"powerup.png"];
CCMenuItem *freezeButton = [CCMenuItemImage itemFromNormalSprite:freeze selectedSprite:nil target:self selector:@selector(freezeTime)];
CCMenu *powerUpMenu = [CCMenu menuWithItems:freezeButton, nil];
powerUpMenu.position = ccp(winSize.width * 0.5, winSize.height * 0.1);
[self addChild:powerUpMenu];
}
-(id)init
{
if( (self = [super init]) )
{
[self createPowerUpButtons];
}
return self;
}
ActionLayer.h
#import "HUDLayer.h"
#import "GameObject.h"
enum Actions
{
kTagAsteroidAction = 1
};
@interface ActionLayer : CCLayer
{
GameObject *asteroid;
}
ActionLayer.mm
-(void)updateAsteroids:(ccTime)dt
{
// ---------------------------------------------
// Code to set random sizes and speeds for the asteroids from the array...
// ---------------------------------------------
// Move it offscreen to the left, and when it's done, call removeNode
id action = [CCSequence actions:
[CCMoveBy actionWithDuration:randDuration position:ccp(-winSize.width - asteroid.contentSize.width, 0)],
[CCCallFuncN actionWithTarget:self selector:@selector(invisNode:)], nil];
[action setTag:kTagAsteroidAction];
[asteroid runAction:[CCSpeed actionWithAction:action speed:1.0f]];
[self schedule:@selector(freezeTime:) interval:1.0f];
}
}
-(void)update:(ccTime)dt
{
[self updateAsteroids:dt];
}
我试图尽可能接近EaseActionsTest示例,但我在启动时一直收到此错误:
'+[NSInvocation invocationWithMethodSignature:]: method signature argument cannot be nil'
我认为这是因为 - (void)freezeTime: (ccTime)dt ,因为在此之前,我原本只是尝试 - (void)freezeTime ;我会收到我在freezeTime方法中设置的CCLog,看到它被调用,但小行星的速度没有受到影响。
另外,我试过了:
-(void)freezeTime
{
id action = [asteroid getActionByTag:kTagAsteroidAction];
[action setSpeed:0.1f];
CCLOG(@"Freeze!");
}
-(id)init
{
if( (self = [super init]) )
{
[self freezeTime];
}
return self;
}
我刚注意到这里的速度也不受影响。
关于我能做些什么才能使这项工作的想法?任何有用的想法总是受到赞赏!
答案 0 :(得分:0)
-(void)createAsteroidMovement: (GameObject*) asteroid
{
// ---------------------------------------------
// Code to set random sizes and speeds for the asteroids from the array...
// ---------------------------------------------
// Move it offscreen to the left, and when it's done, call removeNode
id action = [CCSequence actions:
[CCMoveBy actionWithDuration:randDuration position:ccp(-winSize.width - asteroid.contentSize.width, 0)],
[CCCallFuncN actionWithTarget:self selector:@selector(invisNode:)], nil];
[action setTag:kTagAsteroidAction];
[asteroid runAction:[CCSpeed actionWithAction:action speed:1.0f]];
[self schedule:@selector(freezeTime:) interval:1.0f];
}
}
-(void)update:(ccTime)dt
{
if (!_createdAsteroidMovement)
{
[self createAsteroidMovement: asteroid];
_createdAsteroidMovement = true;
}
}