Creating a class to run a single action on multiple sprites - class

I'm trying to rotate numerous sprites (about 48 different ones) around an arbitrary point (using this article: http://indiedevstories.com/2012/08/14/custom-cocos2d-action-rotating-sprite-around-arbitrary-point/ ) and I managed to create the custom category for it, but it only works on a single sprite. I've looked around on the site and tried to use runAction:[action copy] but it makes the copies rotating points crazy numbers for some reason. Then I tried to create a method for the actions and just call the method, but I keep getting errors for that as well. I've tried so many different solutions but no luck.
So my question is, is there a way I can create another class that holds all of my sprites, and then run a single method to run an action on all of the sprites of the class?

Assuming you have an array called spriteArray containing all sprites you wish to rotate, it's as simple as:
for(CCSprite *sprite in spriteArray)
{
CCRotateAroundBy *rotateAround = [CCRotateAroundBy actionWithDuration:1.0 angle:90 rotationPoint:screenCenter];
[sprite runAction:rotateAround];
}

Related

change parent of a CCSprite in cocos2D

I'm kind of new in cocos2Dm and i'm facing a problem that i can't solve
So far I have 2 sprites (let's call them tables) in the layer , that is touchable, one of them has added other sprites, that I wanna move from one table to another one, i'm recognizing the objets that I touch, & moving them around, My problem is that I can't change the parent to be the other table, I tried to remove the object from parent in different ways & add the no the new parent, but it doesn't seem to work, the object is duplicated cause it's not being removed, I even tried to remove them when I touch it.
I'm storing the objects in _objectsToDrag & calling this function in touchbegan:
- (void) lookForObjectWithTouchLocation:(CGPoint)touchLocation
{
for (RICCObject *object in _objectsToDrag) {
if (CGRectContainsPoint(object.boundingBox, touchLocation)) {
_selectedObject = object;
}
}
if (_selectedObject) {
[self objectSelectedWithLocation:touchLocation];
}
}
And then using _selectedObject to move it around, is this the problem? should I use aributes instead local objects in an array?
Any help is welcome
Thank you in advance
To move an instance of a class that derives from CCNode (like CCSprite, CCLabelTTF etc) from one parent node to another, follow this process:
// get yourNode in whatever way fits your implementation ...
CCNode* nodeToMove = yourNode;
// not cleaning up leaves actions running
[nodeToMove removeFromParentAndCleanup:NO];
// add the removed node to its new parent node
[newParentNode addChild:nodeToMove];
This process works regardless of how or where else you store the nodes.
Note that if you see nodes being duplicated, you either create a new node without removing the old node or you have two nodes to begin with. In cocos2d, a CCNode can only have one parent and trying to add a node that already has a parent to another node will prompt you with an error message. If you experience duplicated nodes respectively removing a node from its parent still keeps it on screen try to find the cause for that first. This is something that doesn't happen under normal circumstances, except when you actually create multiple versions of the same node.

Box2D and wrapping worlds

I really stuck at implementing wrapping world with Box2D. I want to create game object appearing from left when it hides to the right and vice versa and the same for top-down.
My idea is to use object wich contains NSArray with 9 elements for superposition matrix (it's a quantum state when object exists at different locations at the same time, isn't it?).
Every element must contain the body. It covers all situations and has a more clear logic for me. For example, if my object doesn't touch any edges it holds only one "center" body (4th element). If it touches right edge i add "left-warped" body to 3rd element.
The main problem is creating body without adding to the world. First i must just add it to the array and then safely proccess adding outside of
world->Step();
For example… In collision logic (pseudocode)
[self.bodies addObjectAtIndex:index] = [self masterBody];
where
-(b2Body*)masterBody;
returns a template (master copy) for object body. But i can't write this method because there is only one
world->CreateBody(&bodyDef);
method and i must use it to create fixtures.
I can create separately only definition of the body, but full creation (with fixtures) can't be made without adding it to the world. But adding to the world msut be processed outside physics step.
Any ideas? Use separate world for storing template bodies of every game object?

Trouble with getChildByTag (cocos2d iPhone)

I have a scene called Level1, which takes the hero and the enemy from a layer called GameLayer. I heard that an efficient way of doing this is using tags and retrieving it using getChildByTag. I tried this out, but I'm having many issues. I'm using SneakyInput. On Level1, there is a leftJoystick (for enemy movement), and a rightJoystick (for firing projectiles). I have an addEnemy and addHero method in my GameLayer, which I call. Everything I've mentioned works.
In my Level1 scene I have a method called moveHero (which obviously is supposed to move the hero with the joystick.). Through basic debugging I know the problem is the geteChildByTag line. I test out the hero's position through NSLog, and it's saying 0,0. Which is weird because on screen you can see the hero. But I also realized I'm calling the addHero method without using getChildByTag.
I hope I'm being clear here. I've uploaded GameLayer.h and GameLayer.m onto 4shared. http://www.4shared.com/file/PqhjoMFy/GameLayer.html
Hopefully you can take a look at it and point me in the right direction.
BTW: There are no errors or crashes. It's just not working.
Thanks in advance.
getChildByTag will never crash, it's a pretty nicely coded method that just loops through the children array of the object and checks to see if any objects match, that way you don't get assertion issues.
You have some serious issues here with your code.
Firstly..
GameLayer *heroInstance = [[GameLayer alloc] init];
CCSprite *hero = (CCSprite *)[heroInstance getChildByTag:1];
NSLog(#"Hero position X: %f", hero.position.x);
NSLog(#"Hero position Y: %f", hero.position.y);
This will never work, heroInstance is a brand new object, it has no children, also you've just created a memory leak here.
Your hero is a child of the spritesheet, which is a child of the scene.
To reference your child you must call getChildByTag on your spritesheet (which you probably need to reference by calling getChildByTag on your scene..
something like this.
[[self getChildByTag:spritesheet] getChildByTag:hero];
Also, use an enum, so that you don't have to remember what numbers certain tags are (look at the cocos2d example projects).

Subclassing a sprite in cocos2d

A few days ago, I started working with cocos2d. I really like the framework. I would like to create a game with cocos2d and have a probably simple question...
I am making a game with 4 characters, which all have similar characteristics, but have some different attributes like "type" and "points". I'd like to subclass the sprites into one class which handles all their logic, drawing, and animation.
My question though, is how do I call the sprite class with say, a "type" parameter of 1, 2, 3, or 4 and then have the class draw the correct sprite into my scene with all of it's individual logic?
Thanks!
You should have an Enemy class that contains properties of specific enemies and that are not type specific (like position, current health, a CCSprite instance?) and an EnemyType class that contains properties that are shared among all enemies of a specific type (max health, max speed, size, sprite filename). You should load your enemy types prior to loading the level, than instantiate each enemy using the appropriate type in the constructor.
For example if your enemy element in the level file looks like this
<enemy><type>spider</type>...more properties...</enemy>
The code (pseudo) would do something like
EnemyType *enemyType = nil;
if (typeElement.value == "spider")
{
enemyType = spiderType;
}
Enemy *newEnemy = [Enemy enemyWithType:enemyType];
Also the Enemy class should contain the CCSprite that represents it, not subclass it. An enemy is not a sprite, so unless I'm missing something, as i see it, an enemy should not inherit from a sprite. I'd read about when to contain and when to inherit.
EDIT:
Another nice post to read that seems very relevant and could communicate a few other things probably better than me.
Anyway, my intention was not to make you think you should just rethink your entire design. What i'm proposing is "better" MVC-wise, but it doesn't mean it's better for your game. If you spend all your time on "design correctness" you'll never get a game done, especially if you're just learning the cocos2d framework, i was actually making a learning project not too long ago and Steve McConnel himself would come over and slap me if he saw it.
If you're working on a game alone and it's a small project go ahead and subclass away if it's going to be more manageable to you, everything, including "design correctness" needs to be properly quantified (except maybe usage of "goto" statements :) ).
polymorphism in this way can be done a couple of different ways, some better than others.
1) you could try to just override the init or node method and set up your object there.
+(CCSprite *)node
{
MySprite * returnSprite = [super node];
returnSprite.hat = #"fedora";
returnSprite.hatImage = [CCSprite spriteWithImage:...];
}
2) use reflection (psuedocode)
-(void)drawingMethodHere
{
[self.hat drawAtPoint:somePoint];
}
then override -(CCNode *)hat to reflect the type.
you may have to do some combination of them, but plan a little before you start, you will end up saving a lot of time.
You should subclass CCNode instead of subclassing CCSprite.
I think your problem is quite easy. Just create a base class called Character, which has the common logic, properties etc etc. Then you create 4 other classes like, enemy, player and so on and subclass from Character base. Note the character base should be subclassing CCNode.
Now you override the logic to fit your needs in the specific class. Now you will be able to use polymorphism, which is good.
For your sprite I would say create an instance variable of the CCSprite type and then create methods to initialize with an image. Then you will just add that sprite as a child when initializing the object.

Creating pointer Attributes in cocos2d iPhone

I am working on a game. There are balls that fall from the top of the screen, and the player has to catch them, as the are caught they stack ontop of one another. I have a method that creates each new ball and adds it to an Array that i use to move the sprites. Problem is that the after they collide I need them to stop moving, since the array is called on to move them they all move. And if i try to make them stop they all stop. So I was hoping to create a pointer attribute if ther is such a think, for example "sprite.position" I need a new attribute that i can check like a boolean. I was hoping to create a attribute like sprite.hasCollided and if it returns YES then the ball should no longer move. Is this possible or is there a better way to do it?
Thanks
Tanner
I would suggest you create a ball object. And add the boolean as as part of the object.
CCNodes (and, by inheritence, CCSprites) have a userData property, which is a void*. You can use this to relate a custom object to a cocos2d object. Keep in mind if you use the userData option, you will, in most cases, need to allocate any memory when you create/assign the sprite, and release it when you are done.
int* myInt = (int*)malloc(sizeof(int));
*myInt = 0;
sprite.userData = myInt;
//some time later, when you are done with the sprite
free(sprite.userData);
As an improvement on the userData property, you can do what xuanweng suggests and create a ball object containing various game-related properties for the balls, and assign an instance of this to each of your ball CCSprites using the method above.