I am writing a game in box2d / cocos2d where things fall from the sky, when they touch the floor or the player they should be removed from the scene. I have implemented a ContactListener as per Ray Wenderlich's tutorial but the issue with it is that anytime ANYTHING touches anything it gets removed.
What I need is for some way to know which are objects that can be removed. I see there is a SetUserData function in Box2d where I can set data but it will not accept ints and seems to accept a class only which seems to add unnecessary complications.
What is the simplest way to achieve what I want?
Try this out:
int yourInt = 2012;
body->SetUserData(#(yourInt));
It is using the new Objective-C literal syntax for wrapping the primitive type int in an object. The object is wrapped in a NSNumber.
#(yourInt) is equivalent with saying [NSNumber numberWithInt:yourInt]
Related
I have a cpBody with single cpShape that floats in my scene colliding with other bodies et c. How can I easily make this body stay in one place and act kind like a static obstacle staying in one place so it's not longer moving but still colliding with other bodies.
I just want to stop body from moving when user taps on it. That's why I'm asking. I'm not an expert in Chipmunk but I think it must be easy.
The way you'd do this with the public API is to remove the body and shape from the space. Create a new static body with the same position/rotation as the old dynamic body. Use cpShapeSetBody() to change the body to the new static one, and then readd the shape to the space.
You can call cpBodySetMass to INFINITY, and force the object to sleep with cpBodySleep. This is how a static object is implemented internally (at least about the mass).
EDIT
I am not sure whether you need to call cpBodySleep after this or not, but I don't think it hurts to call.
Modify cpBody.h and put #define CP_ALLOW_PRIVATE_ACCESS 1 at the beginning. Then from cpBody*, access ->node.idleTime and set it to INFINITY.
EDIT 2
The above solution is a working solution, but not very good in term of SE practice. It is better to define a function that makes the object static or dynamic so that you can call without disabling private property for the whole object.
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).
I am using CCParticleSystemQuad to create a particle effect. Now I would like to test for collisions with a CGRect from my Cocos2d scene. I listed another subject similar to this one and got a little closer however I still do not have the full solution so I have re-listed with a slightly different subject title.
I have half of the solution. I can get the position of each particle and can test for collisions, now I would like to set the positions of each when they collide.
I am currently subclassing the CCParticleSystemQuad and then adding my own getter like so:
-(tCCParticle*)getQuadParticle:(int)quadIndex
{
return &particles[quadIndex];
}
Then in my Cocos2d scene I can get the particle and the position:
tCCParticle *particle = [emitter getQuadParticle:i];
CGPoint pos = particle->pos;
This works but warns that CCParticleSystemQuad may not respond to getQuadParticle. Which is a concern, but what I would like to do now is set the position from the scene in a similar fashion such as:
[emitter setParticlePos:i newPosition:newPos];
However I am not sure how to make a setter that does this that works from my scene. I don't want to do collision detion inside the particle subclass if possible.
I started another topic of similar nature called "How to get particle position in Cocos2d (iphone)" and I was told to overide the "update" method or the "updateQuadWithParticle" method but I am unsure how to go about this exactly.
If someone could show me an example of how to do this I would be most grateful.
This works but warns that CCParticleSystemQuad may not respond to
getQuadParticle.
For the warning, make sure your emitter is made from your subclass (and not a regular CCParticleSystemQuad), and that your getter method is declared in the interface (.h file) and defined in the implementation (.m file).
Looking at the API, I don't see a method for setParticlePos:newPosition: but there is something that looks similar: -(void) updateQuadWithParticle:(tCCParticle*)particle newPosition:(CGPoint)pos;
I have not used it, but a glance at the source suggests it does what you need.
So maybe try
[emitter updateQuadWithParticle:particle newPosition:newPos];
Hope that's helpful.
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.
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.