I have two class A and B. I create objects of the class B in the A:
B *objectB = [B classInitWithParamiters:paramiters];
[self addChile:objecTB z:1 tag:varForTag];
varForTag++;
I call this code many times.
This is B.h file:
#interface Chicken : CCSprite <CCTargetedTouchDelegate> {
CCsprite *spriteB;
}
+ (id) classInitWithParamiters :(int) paramiters;
This is B.m file:
+ (id) classInitWithParamiters :(int) paramiters
{
return [[[self alloc] init] autorelease];
}
- (id) init
{
if( (self = [super init]) ) {
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:NO];
spriteB = [[CCSprite alloc] initWithFile:#"image.png"];
spriteB.position = ccp(160, 240);
[self addChild:spriteB];
}
return self;
}
- (void) update :(ccTime)dt
{
NSLog(#"This is a Class B");
}
- (void) ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event
{
CGPoint location = [[CCDirector sharedDirector] convertToGL:[touch locationInView:[touch view]]];
if(CGrectContainsPoint([spriteB boundingbox], location))
NSLog(#"touch moved in the class B");
}
My problem is: When I replace A scene with scene of the class C, the method update of the class B stops the log, but if I touch the middle of the screen and move the finger it logs "touch moved in the class B".
What I'm doing wrong? These objects of the class B should not released automatically after replacing the scene. Class B is subclass of the CCSprite and A - CCLayer;
Class B is obviously still running. Which means it leaked and never got shut down by cocos2d. Hence it's still receiving touches and may even be running scheduled updates and actions.
My guess is you introduced a retain cycle. Typical cause is a node with a retaining reference to a different node that is not one of its children or grandchildren. For example, retaining the scene node in a child node can cause a retain cycle, if the scene node is not released/nil'ed in the cleanup method (dealloc will not be called if the scene is still retained, so cleanup is the only place to clean up such potential retain cycle references).
Your problem is in Class B:
+ (id) classInitWithParamiters :(int) paramiters
{
[[[self alloc] init] autorelease];
}
You must have to return object.
+ (id) classInitWithParamiters :(int) paramiters
{
return [[[self alloc] init] autorelease];
}
Related
As a very beginner in Cocos2D i´m trying to make an iPhone game where some cows move randomly around the screen. I used the code for moving the sprites from here: highoncoding.com/.../. I´m adding the sprites in the init method wia an addAnimal method:
-(void) addAnimal {
animal = [CCSprite spriteWithFile:#"cow.png"];
animal.position = [self generateRandomCoordinates];
[self addChild:animal];
[self startAnimation:animal];
}
My problem:
When i add more than one cow to my game, they move from that random spawn position to another random position and then the first cow stops and the other cow goes on correctly. The startAnimation command in the finishedMoving method goes always to the last sprite. That means i need better control over my sprites but how to da that right?
You can try to implement animal class, that will contain your sprite and incapsulate random movement. Smth like
#implementation Cow
- (id) init
{
self = [super init];
if( self != nil )
{
CCSprite* cowSprite = [CCSprite spriteWithFile:#"cow.png"];
[self addChild: cowSprite];
}
return self;
}
- (void) onEnter
{
[super onEnter];
[self makeRandomMovement];
}
- (void) makeRandomMovement
{
id randomMoveAction = // create your random move action here
id moveEndCallback = [CCCallFunc actionWithTarget: self selector: #selector(makeRandomMovement)];
id sequence = [CCSequence actionOne: randomMoveAction two: moveEndCallback];
[self runAction: sequence];
}
#end
In such way after ending random movement part, method makeRandomMovement will be called again to generate and start new random movement part.
then remake your addAnimal method to smth like
- (void) addAnimal
{
Cow* newCow = [Cow node];
[newCow setPosition: [self generateRandomPosition]];
[self addChild: newCow];
}
sorry if the question is too dull but I have been trying to understand as much as possible from Itterheim's book book's code example and can't figure out how this works.
In my "HelloWorldLayer.m" I create an instance of a class named "MusicLayer" that extends CCLayer The inspiration of this was that in the example named "ShootEmUp" (Chapter 8 of 1) there is an InputLayer. I thus thought that I would create a MusicLayer to deal with the various music files I have in my game and got some problems (will explain at the end of the post). I got most of the music related code code from RecipeCollection02, Ch6_FadingSoundsAndMusic of the Cocos2d Cookbook .
But first I would like to introduce some of my background thoughts that might have lead to this problem with the hope to have some clear reference on this.
I am used to a "model view controller" (MVC wikipedia link) approach as I come from a C++ and Java background and never coded a game before and it does seem to me that the gaming paradigms are a bit different from "the classic" Software Engineering University approach (don't take me wrong, I am sure that in many Universities they don't teach this stuff anymore :)).
The point is that it seems to me that the "classic" Software Engineering approach is lost in those examples (for instance in the ShootEmUp code the instance of InputLayer has a reference of the class GameScene -see below- and at the same time in InputLayer there is a reference to the static shared instance of GameScene -see below-).
//From GameScene
+(id) scene
{
CCScene* scene = [CCScene node];
GameScene* layer = [GameScene node];
[scene addChild:layer z:0 tag:GameSceneLayerTagGame];
InputLayer* inputLayer = [InputLayer node];
[scene addChild:inputLayer z:1 tag:GameSceneLayerTagInput];
return scene;
}
//From InputLayer
-(void) update:(ccTime)delta
{
totalTime += delta;
// Continuous fire
if (fireButton.active && totalTime > nextShotTime)
{
nextShotTime = totalTime + 0.5f;
GameScene* game = [GameScene sharedGameScene];
ShipEntity* ship = [game defaultShip];
//Code missing
}
}
I was told that static instances are things to avoid. Despite this I understand the benefit of having a GameScene staic instance but I still get confused on the biderectional reference (from GameScene to InputLayer and viceversa)..:
Is this common practice in Game programming?
Is there a way to avoid this approach?
I will now paste my code and I admit it, is probably rubbish and there will be probably some obvious error as I am trying to do a very simple thing and I do not manage.
So here we are. That's the MusicLayer class (it contains commented out code as I had previously tried to make it a shared class instance):
//
// MusicLayer.h
// ShootEmUp
//
// Copyright 2012 __MyCompanyName__. All rights reserved.
//
//Enumeration files should be the way those are referred from outside the class..
enum music_files {
PLAYER_STANDARD = 1,
};
enum sound_files{
A = 0,
B = 1,
C = 2,
ABC = 4,
AAC = 5,
ACA = 6,
//And so on and so forth..
};
#import <Foundation/Foundation.h>
#import "cocos2d.h"
#import "CDXPropertyModifierAction.h"
#interface MusicLayer : CCLayer {
SimpleAudioEngine *sae;
NSMutableDictionary *soundSources;
NSMutableDictionary *musicSources;
}
//In this way you can load once the common sounds on the sharedMusicLayer, have the benefit of keep tracks playing on scene switching as well as being able to load tracks and sounds before each level
//+(MusicLayer*) sharedMusicLayer;
/** API **/
//PLAY - sound undtested
-(void) playBackgroundMusic:(enum music_files) file;
-(void) playSoundFile:(enum sound_files) file;
-(void) loadPopLevel;
/** Private methods **/
//Utilities methods
-(NSString *) _NSStringFromMusicFiles: (enum music_files) file;
-(NSString *) _NSStringFromSoundFiles: (enum sound_files) file;
//LOAD - Meant to be private methods
-(CDLongAudioSource*) _loadMusic:(NSString*)fn;
-(CDSoundSource*) _loadSoundEffect:(NSString*)fn;
//FADE - sound undtested
-(void) _fadeOutPlayingMusic;
-(void) _fadeInMusicFile:(NSString*)fn;
-(void) _playSoundFile:(NSString*)fn;
#end
And here we are with the .m file:
#import "MusicLayer.h"
#implementation MusicLayer
/**
static MusicLayer* instanceOfMusicLayer;
+(MusicLayer*) sharedMusicLayer
{
NSAssert(instanceOfMusicLayer != nil, #"MusicLayer instance not yet initialized!");
return instanceOfMusicLayer;
}**/
-(id) init
{
CCLOG(#"In Init");
if ((self = [super init]))
{
CCLOG(#"Inside Init");
//instanceOfMusicLayer = self;
//Initialize the audio engine
sae = [SimpleAudioEngine sharedEngine];
//Background music is stopped on resign and resumed on become active
[[CDAudioManager sharedManager] setResignBehavior:kAMRBStopPlay autoHandle:YES];
//Initialize source container
soundSources = [[NSMutableDictionary alloc] init];
musicSources = [[NSMutableDictionary alloc] init];
}
return self;
}
-(void) loadPopLevel{
CCLOG(#"In loadPopLevel");
[self _loadSoundEffect:[self _NSStringFromSoundFiles:A]];
[self _loadSoundEffect:[self _NSStringFromSoundFiles:B]];
[self _loadSoundEffect:[self _NSStringFromSoundFiles:C]];
[self _loadSoundEffect:[self _NSStringFromSoundFiles:ACA]];
[self _loadSoundEffect:[self _NSStringFromSoundFiles:ABC]];
[self _loadSoundEffect:[self _NSStringFromSoundFiles:AAC]];
[self _loadMusic:[self _NSStringFromMusicFiles:PLAYER_STANDARD]];
[self _loadMusic:[self _NSStringFromMusicFiles:PLAYER_STANDARD]];
[self _loadMusic:[self _NSStringFromMusicFiles:PLAYER_STANDARD]];
[self _loadMusic:[self _NSStringFromMusicFiles:PLAYER_STANDARD]];
}
/** UTILITIES METHODS **/
//This function is key to define which files we are going to load..
-(NSString *) _NSStringFromMusicFiles: (enum music_files) file{
CCLOG(#"In _NSStringFromMusicFiles");
switch (file) {
case PLAYER_STANDARD:
return #"a.mp3";
default:
NSAssert(0 == 1, #"Invalid argument");
break;
}
}
-(NSString *) _NSStringFromSoundFiles: (enum sound_files) file{
CCLOG(#"In _NSStringFromSoundFiles");
switch (file) {
case A:
return #"shot.caf";
case B:
return #"shot.caf";
case C:
return #"shot.caf";
case AAC:
return #"Wow.caf";
case ABC:
return #"Wow.caf";
case ACA:
return #"Wow.caf";
default:
NSAssert(0 == 1, #"Invalid argument");
break;
}
}
/** PLAY METHODS **/
-(void) _playSoundFile:(NSString*)fn {
CCLOG(#"In _playSoundFile");
//Get sound
CDSoundSource *sound = [soundSources objectForKey:fn];
sound.looping = YES;
//Play sound
if(sound.isPlaying){
[sound stop];
}else{
[sound play];
}
}
-(void) _fadeInMusicFile:(NSString*)fn {
CCLOG(#"In _fadeInMusicFile");
//Stop music if its playing and return
CDLongAudioSource *source = [musicSources objectForKey:fn];
if(source.isPlaying){
[source stop];
return;
}
//Set volume to zero and play
source.volume = 0.0f;
[source play];
//Create fader
CDLongAudioSourceFader* fader = [[CDLongAudioSourceFader alloc] init:source interpolationType:kIT_Linear startVal:source.volume endVal:1.0f];
[fader setStopTargetWhenComplete:NO];
//Create a property modifier action to wrap the fader
CDXPropertyModifierAction* fadeAction = [CDXPropertyModifierAction actionWithDuration:1.5f modifier:fader];
[fader release];//Action will retain
[[CCActionManager sharedManager] addAction:[CCSequence actions:fadeAction, nil] target:source paused:NO];
}
-(void) _fadeOutPlayingMusic {
CCLOG(#"In _fadeOutPlayingMusic");
for(id m in musicSources){
//Release source
CDLongAudioSource *source = [musicSources objectForKey:m];
if(source.isPlaying){
//Create fader
CDLongAudioSourceFader* fader = [[CDLongAudioSourceFader alloc] init:source interpolationType:kIT_Linear startVal:source.volume endVal:0.0f];
[fader setStopTargetWhenComplete:NO];
//Create a property modifier action to wrap the fader
CDXPropertyModifierAction* fadeAction = [CDXPropertyModifierAction actionWithDuration:3.0f modifier:fader];
[fader release];//Action will retain
CCCallFuncN* stopAction = [CCCallFuncN actionWithTarget:source selector:#selector(stop)];
[[CCActionManager sharedManager] addAction:[CCSequence actions:fadeAction, stopAction, nil] target:source paused:NO];
}
}
}
/** LOADING METHODS **/
-(CDLongAudioSource*) _loadMusic:(NSString*)fn {
CCLOG(#"In _loadMusic" );
//Init source
CDLongAudioSource *source = [[CDLongAudioSource alloc] init];
source.backgroundMusic = NO;
[source load:fn];
//Add sound to container
[musicSources setObject:source forKey:fn];
return source;
}
-(CDSoundSource*) _loadSoundEffect:(NSString*)fn {
CCLOG(#"In _loadSoundEffect" );
//Pre-load sound
[sae preloadEffect:fn];
//Init sound
CDSoundSource *sound = [[sae soundSourceForFile:fn] retain];
//Add sound to container
[soundSources setObject:sound forKey:fn];
return sound;
}
/** Public methods **/
//Play music callback
-(void) playBackgroundMusicNumber:(enum music_files) file {
CCLOG(#"In playBackgroundMusic");
switch (file) {
case PLAYER_STANDARD:
[self _fadeOutPlayingMusic];
[self _fadeInMusicFile: [self _NSStringFromMusicFiles:PLAYER_STANDARD]];
break;
default:
break;
}
}
-(void) playSoundFile:(enum sound_files) file {
CCLOG(#"In playSoundFile");
switch (file) {
case A:
[self _playSoundFile:[self _NSStringFromSoundFiles:A]];
break;
case B:
[self _playSoundFile:[self _NSStringFromSoundFiles:B]];
break;
case C:
[self _playSoundFile:[self _NSStringFromSoundFiles:C]];
break;
case AAC:
[self _playSoundFile:[self _NSStringFromSoundFiles:AAC]];
break;
case ABC:
[self _playSoundFile:[self _NSStringFromSoundFiles:ABC]];
break;
case ACA:
[self _playSoundFile:[self _NSStringFromSoundFiles:ACA]];
break;
default:
break;
}
}
/** Dealloc ! **/
-(void) dealloc {
[sae stopBackgroundMusic];
for(id s in soundSources){
//Release source
CDSoundSource *source = [soundSources objectForKey:s];
if(source.isPlaying){ [source stop]; }
[source release];
}
[soundSources release];
for(id m in musicSources){
//Release source
CDLongAudioSource *source = [musicSources objectForKey:m];
if(source.isPlaying){ [source stop]; }
[source release];
}
[musicSources release];
//End engine
[SimpleAudioEngine end];
sae = nil;
//instanceOfMusicLayer = nil;
[super dealloc];
}
#end
Now, I created a new Ccoos2d Helloworld template and added the following to the .m class to test the code:
#import "cocos2d.h"
#import "MusicLayer.h"
enum tags {
MUSICLAYERTAG = 99,
};
// HelloWorldLayer
#interface HelloWorldLayer : CCLayer
{
}
+(CCScene *) scene;
#end
//
// HelloWorldLayer.m
// MusicFadingTest
//
// Import the interfaces
#import "HelloWorldLayer.h"
// HelloWorldLayer implementation
#implementation HelloWorldLayer
+(CCScene *) scene
{
CCLOG(#"In helloworld scene");
// 'scene' is an autorelease object.
CCScene *scene = [CCScene node];
// 'layer' is an autorelease object.
HelloWorldLayer *layer = [HelloWorldLayer node];
// add layer as a child to scene
[scene addChild: layer];
MusicLayer *musicLayer = [MusicLayer node];
[musicLayer loadPopLevel];
[scene addChild:musicLayer z:-1 tag:MUSICLAYERTAG];
// return the scene
return scene;
}
// on "init" you need to initialize your instance
-(id) init
{
// always call "super" init
// Apple recommends to re-assign "self" with the "super" return value
if( (self=[super init])) {
// ask director the the window size
CGSize size = [[CCDirector sharedDirector] winSize];
//Add menu items
[CCMenuItemFont setFontSize:20];
CCMenuItemFont *music0Item = [CCMenuItemFont itemFromString:#"Song A" target:self selector:#selector(play:)];
music0Item.tag = 0;
CCMenuItemFont *music1Item = [CCMenuItemFont itemFromString:#"Song B" target:self selector:#selector(play:)];
music1Item.tag = 1;
CCMenuItemFont *music2Item = [CCMenuItemFont itemFromString:#"Song C" target:self selector:#selector(play:)];
music2Item.tag = 2;
CCMenuItemFont *music3Item = [CCMenuItemFont itemFromString:#"Song D" target:self selector:#selector(play:)];
music3Item.tag = 3;
CCMenuItemFont *music4Item = [CCMenuItemFont itemFromString:#"Sound A" target:self selector:#selector(play:)];
music2Item.tag = 4;
CCMenuItemFont *music5Item = [CCMenuItemFont itemFromString:#"Sound B" target:self selector:#selector(play:)];
music3Item.tag = 5;
//Create our menus
CCMenu *menu0 = [CCMenu menuWithItems:music0Item, music1Item, music2Item, music3Item, music4Item, music5Item, nil];
[menu0 alignItemsInColumns: [NSNumber numberWithUnsignedInt:6], nil];
menu0.position = ccp(240,240);
[self addChild:menu0];
}
return self;
}
//Play music callback
-(void) play:(id)sender {
CCNode* node = [self getChildByTag:MUSICLAYERTAG];
NSAssert([node isKindOfClass:[MusicLayer class]], #"not a MusicLayer");
MusicLayer *musicLayer = (MusicLayer*)node;
CCMenuItem *item = (CCMenuItem*)sender;
switch (item.tag ) {
case 1:
[musicLayer playBackgroundMusic:PLAYER_STANDARD];
break;
case 2:
[musicLayer playBackgroundMusic:PLAYER_STANDARD];
break;
case 3:
[musicLayer playBackgroundMusic:PLAYER_STANDARD];
break;
case 4:
[musicLayer playBackgroundMusic:PLAYER_STANDARD];
break;
case 5:
[musicLayer playSoundFile:A];
break;
case 6:
[musicLayer playSoundFile:B];
break;
default:
break;
}
}
- (void) dealloc
{
[super dealloc];
}
#end
But here is the error message that I get when I the simulator I try to press any button and hence trigger the play method in HelloWorld.m
2012-04-23 10:39:18.493 MusicFadingTest[1474:10a03] In _loadMusic
2012-04-23 10:39:18.510 MusicFadingTest[1474:10a03] cocos2d: Frame interval: 1
2012-04-23 10:39:19.405 MusicFadingTest[1474:10a03] *** Assertion failure in -[HelloWorldLayer play:], /Users/user/Desktop/MusicFadingTest/MusicFadingTest/HelloWorldLayer.m:76
2012-04-23 10:39:19.406 MusicFadingTest[1474:10a03] *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'not a MusicLayer'
*** First throw call stack:
(0x17f6022 0x1987cd6 0x179ea48 0x11c62cb 0xc264a 0x175c4ed 0x175c407 0x3a3b5 0x3ad73 0x37772 0x17f7e99 0x92821 0x9336f 0x95221 0x8573c0 0x8575e6 0x83ddc4 0x831634 0x27b1ef5 0x17ca195 0x172eff2 0x172d8da 0x172cd84 0x172cc9b 0x27b07d8 0x27b088a 0x82f626 0xc107f 0x2955)
The code above kind of mimics what happenes in the ShootEmUp example but I am missing something. As I cannot get the child by tag..
I asked this question as despite the answer will be probably trivial I hope to get some clarification on the general NON-ModelViewController approach in game programming and the usage of static variables.
I imagine using my MusicLayer in the MainMenu class and in the various layers implementing my levels. I would preload various music files according to the level the player is playing and keep the files that are not level specific preloaded (obviously taking care on the maximum number of sound files supported by the AudioEngine).
The other approach would have been to have a different instance of MusicLayer for each level and initializing them with different music files. The disadvantage of this approach is that the sharedAudioEngine is only one and when you want to have files keep playing between one scene and the other there is the risk of not having a full control on the track numbers used in the sharedAudioEngine (I recall should be 32 caf files for sound effect and few background tracks).
I thus understand why static instances are beneficial in game programming, but still, would love to hear what you think about the biderectional reference in 1 ShootEmUp code.
Also, would like to clarify that I encourage buying 1 as it has been a good starting point.
Thank you very much!
Oh, how much code and letters... First of all, for your question about "static instance". This is not static instance. This is static constructor. So, you can use smth like
CCScene* myScene = [GameScene scene];
instead of
CCScene* myScene = [[GameScene alloc] init];
// doing smth
[myScene release];
So, you will just create an autoreleased instance of your node (in that case, of your scene).
About the music question. You have add your music layer to the scene, but self in your play method will be HelloWorldLayer instance. So if you wanna get your music layer, you can try smth like this
MusicLayer* musicLayer = [[self parent] getChildByTag:MUSICLAYERTAG];
I am writing a pause menu using a CCLayer. I need the layer to swallow touches so that you cannot press the layer below, however I also need to be able to use the buttons on the pause layer itself.
I can get the layer to swallow touches, but the menu won't work either.
Here is my code:
pauseLayer.m
#import "PauseLayer.h"
#implementation PauseLayer
#synthesize delegate;
+ (id) layerWithColor:(ccColor4B)color delegate:(id)_delegate
{
return [[[self alloc] initWithColor:color delegate:_delegate] autorelease];
}
- (id) initWithColor:(ccColor4B)c delegate:(id)_delegate {
self = [super initWithColor:c];
if (self != nil) {
NSLog(#"Init");
self.isTouchEnabled = YES;
CGSize wins = [[CCDirector sharedDirector] winSize];
delegate = _delegate;
[self pauseDelegate];
CCSprite * background = [CCSprite spriteWithFile:#"pause_background.png"];
[self addChild:background];
CCMenuItemImage *resume = [CCMenuItemImage itemFromNormalImage:#"back_normal.png"
selectedImage:#"back_clicked.png"
target:self
selector:#selector(doResume:)];
resume.tag = 10;
CCMenu * menu = [CCMenu menuWithItems:resume,nil];
[menu setPosition:ccp(0,0)];
[resume setPosition:ccp([background boundingBox].size.width/2,[background boundingBox].size.height/2)];
[background addChild:menu];
[background setPosition:ccp(wins.width/2,wins.height/2)];
}
return self;
}
-(void)pauseDelegate
{
NSLog(#"pause delegate");
if([delegate respondsToSelector:#selector(pauseLayerDidPause)])
[delegate pauseLayerDidPause];
}
-(void)doResume: (id)sender
{
if([delegate respondsToSelector:#selector(pauseLayerDidUnpause)])
[delegate pauseLayerDidUnpause];
[self.parent removeChild:self cleanup:YES];
}
- (void)onEnter {
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:INT_MIN+1 swallowsTouches:YES];
[super onEnter];
}
- (void)onExit {
[[CCTouchDispatcher sharedDispatcher] removeDelegate:self];
[super onExit];
}
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
return YES;
}
-(void)dealloc
{
[super dealloc];
}
#end
why dont you just disable touches on the game layer?
like in the onEnter method disable the touches on the game layer..and onExit re enable them
something like
-onEnter{
gameLayer.isTouchEnabled=NO;
....
}
-onExit{
gameLater.isTouchEnabled=YES;
...
}
also you wont need CCTouchDispatcher
According to your code, the problem is the modal layer is swallowing events even if it's for the own children.
To solve this problem, you have to set the touch priority of the children even higher than the modal layer itself.
In other words, set the menu's touch priority value below modal layer's.
There are two solutions.
Simply override "CCMenu::registerWithTouchDispatcher()" method and set the priority higher from the beginning.
Change menu's touch priority using "setPriority" method of the touchDispatcher or "setHandlerPriority" of menu itself.
To achieve second solution, you have to pay attention to the timing.
"CCMenu::registerWithTouchDispatcher()" is called somewhere AFTER "onEnter" and "onEnterTransitionDidFinish".
So, use "scheduleOnce" or something like that.
Sample codes.
- (id) initWithColor:(ccColor4B)c delegate:(id)_delegate {
self = [super initWithColor:c];
if (self != nil) {
//your codes...... put CCMenu in instance
[self scheduleOnce:#selector(setMenuPriority:) delay:0];
}
return self;
}
- (void) setMenuPriority (ccTime)dt {
[[[CCDirector sharedDirector] touchDispatcher] setPriority:INT_MIN forDelegate:menu];
//priority "INT_MIN" because you set the layer's priority to "INT_MIN+1".
}
PS: My english is not so good, so if there are loose sentences, correction will be very pleased :)
The problem is, that the layer/node hierarchy is not considered when propagating touches.
The touches are handed from the touch handler with the smallest priority value to the ones with the highest.
The touches are not forwarded anymore, once one of the responders swallows the touch.
You can use an approach similar to CCMenu. CCMenu handles all touches and detects which CCMenuItemhas been selected, based on the position of these items.
If you implement this the same way, you let your PauseLayer handle and swallow all touches and use a seperate mechanism to determine which child element in your PauseLayer has been selected.
Example Implementation: CCMenu Subclass
I have implemented a solution in this repository:
https://github.com/Ben-G/MGWU-Widgets/tree/master/Projectfiles/Components/CCMenuBlocking
That component is a CCMenuSubclass that swallows all touches and does not forward them.
Example Implementation: CCNode
Here is a more general solution of a CCNode that swallows touches and only forwards them to its own children:
https://github.com/Ben-G/MGWU-Widgets/blob/master/Projectfiles/Components/Popup/PopUp.m
I'm making a little game, here is some example code of whats going on:
-(id) init
{
self.arrowProjectileArray = [[[NSMutableArray alloc] init] autorelease];
self.batchNode = [CCSpriteBatchNode batchNodeWithTexture:[[CCTextureCache sharedTextureCache] addImage:#"arrow.png"]];
[self addChild:_batchNode z:2];
for (CCSprite *projectile in _arrowProjectileArray) {
[_batchNode removeChild:projectile cleanup:YES];
}
[_arrowProjectileArray removeAllObjects];
self.nextProjectile = nil;
}
}
-(void) callEveryFrame:(ccTime)dt{
for (int i = 0; i < [_arrowProjectileArray count];i++) {
CCSprite *cursprite = [_arrowProjectileArray objectAtIndex:i];
if (cursprite.tag == 1) {
float x = theSpot.x+10;
float y = theSpot.y+10;
cursprite.position = ccp(x, y);
}
}
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
[_batchNode addChild:_nextProjectile z:1 tag:1];
[_arrowProjectileArray addObject: _nextProjectile];
[self spriteMoveFinished];
}
-(void) dealloc
{
self.arrowProjectileArray = nil;
self.nextProjectile = nil;
[super dealloc];
}
The only code that I included was code that is relevant to the arrow's projection.
The arrow shoots fine, the problem is every time I shoot the stupid thing, I think it shoots a new arrow, but puts multiple arrows onto of that 1 arrow and makes it look like a fat ugly arrow pixel thing. What am I doing wrong? I'm not too familiar with NSMutableArray, but I'm currently stuck.
In init method, you create a new NSMutableArray instance and assign it to self.arrowProjectileArray, then you traverse the arrowProjectileArray in the following lines using a for loop. If addChild: method does not add anything to arrowProjectileArray, then your code has a logic mistake, because what you do by traversing arrowProjectileArray is traversing an empty array, which means you do nothing in that code.
You should double-check what you intend to do and what your code is doing actually.
I solved my own problem by doing a little bit of research, I also got rid of the batch node.
Has anyone managed to get the gesture recognition working in cocos-2d?
I have read a post here that claimed to have achieved it, here: http://www.cocos2d-iphone.org/forum/topic/8929
I patched from the git hub here: https://github.com/xemus/cocos2d-GestureRecognizers/blob/master/README
I made a subclass of CCSprite (which is a subclass of CCNode):
-(id) initWithTexture:(CCTexture2D*)texture rect:(CGRect)rect {
if( (self=[super initWithTexture:texture rect:rect]) )
{
CCGestureRecognizer* recognizer;
recognizer = [CCGestureRecognizer
CCRecognizerWithRecognizerTargetAction:[[[UITapGestureRecognizer alloc]init] autorelease]
target:self
action:#selector(tap:node:)];
[self addGestureRecognizer:recognizer];
}
return self;
}
Delegate method:
- (void) swipe:(UIGestureRecognizer*)recognizer node:(CCNode*)node
{
NSLog(#" I never get called :( ");
}
My tap event never gets called.
Has anyone got this working? How difficult is it to do gesture recognition manually for swipe detection?
You need to attach the gesture recognizer to something "up the chain". Don't attach them to the individual nodes; attach them to the UIView (i.e., [[CCDirector sharedDirector] openGLView]).
Here's what I did:
- (UIPanGestureRecognizer *)watchForPan:(SEL)selector number:(int)tapsRequired {
UIPanGestureRecognizer *recognizer = [[[UIPanGestureRecognizer alloc] initWithTarget:self action:selector] autorelease];
recognizer.minimumNumberOfTouches = tapsRequired;
[[[CCDirector sharedDirector] openGLView] addGestureRecognizer:recognizer];
return recognizer;
}
- (void)unwatch:(UIGestureRecognizer *)gr {
[[[CCDirector sharedDirector] openGLView] removeGestureRecognizer:gr];
}
This particular code is used in a superclass for scene controllers, so the target for the selector is hard-coded to "self", but you could easily abstract that to a passed-in object. Also, you could extrapolate the above to easily create gesture recognizers for taps, pinches, etc.
In the subclass for the controller, then, I just do this:
- (MyController *)init {
if ((self = [super init])) {
[self watchForPan:#selector(panning:) number:1];
}
return self;
}
- (void)panning:(UIPanGestureRecognizer *)recognizer {
CGPoint p;
CGPoint v;
switch( recognizer.state ) {
case UIGestureRecognizerStatePossible:
case UIGestureRecognizerStateBegan:
p = [recognizer locationInView:[CCDirector sharedDirector].openGLView];
(do something when the pan begins)
break;
case UIGestureRecognizerStateChanged:
p = [recognizer locationInView:[CCDirector sharedDirector].openGLView];
(do something while the pan is in progress)
break;
case UIGestureRecognizerStateFailed:
break;
case UIGestureRecognizerStateEnded:
case UIGestureRecognizerStateCancelled:
(do something when the pan ends)
(the below gets the velocity; good for letting player "fling" things)
v = [recognizer velocityInView:[CCDirector sharedDirector].openGLView];
break;
}
}
If you don't want to handle everything manually I created a simple category that will add gesture recognizers to any cocos2d version
read more at:
http://www.merowing.info/2012/03/using-gesturerecognizers-in-cocos2d/
or grab it from github
https://github.com/krzysztofzablocki/CCNode-SFGestureRecognizers