how to animated sprite for cocos2d in ccz format - iphone

According to this tutorial PVR images seem to be the best format for iOS sprites. However after creating a sprite sheet with Texturepacker and exporting out to this format I cannot get the animation to work in cocos2d.
According to the documentation here I should be using
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"LuckyCompiled.plist"];
But neither the tutorial nor the documentation explain how to do animation, except for this. Which is what the code below is based on.
But this only places the base image onto the layer and does not animate.
CCSprite *sprite = [[CCSprite alloc]init];
sprite.position = ccp(player.contentSize.width/2+40, winSize.height/2+40);
// Obtain the shared instance of the cache
CCSpriteFrameCache *cache = [CCSpriteFrameCache sharedSpriteFrameCache];
// load the frames
[cache addSpriteFramesWithFile:#"LuckyCompiled.plist"];
// It loads the frame named "frame1.png".
// IMPORTANT: It doesn't load the image "frame1.png". "frama1.png" is a just the name of the frame
CCSpriteFrame *frame = [cache spriteFrameByName:#"lucky1.png"];
[sprite setDisplayFrame:frame];
[self addChild:sprite];
NSMutableArray *animFrames = [NSMutableArray array];
for(int i = 1; i < 10; i++) {
CCSpriteFrame *frame = [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:[NSString stringWithFormat:#"lucky%d.png",i]];
[animFrames addObject:frame];
}
NSLog(#"animaframes %#",animFrames);
CCAnimation *animation = [CCAnimation animationWithSpriteFrames:[NSArray arrayWithArray:animFrames]];
[sprite runAction:[CCAnimate actionWithAnimation:animation]];
Answer:
Needed to have a delay otherwise animation wasnt noticeable
[CCAnimation animationWithSpriteFrames:[NSArray arrayWithArray:animFrames]];
should have been (also no need to make is nsarray, mutable is fine)
[CCAnimation animationWithSpriteFrames:frames delay:0.1f];

Here is the code that I tried, it works fine.
CCSpriteFrameCache *frameCache = [CCSpriteFrameCache sharedSpriteFrameCache];
[frameCache addSpriteFramesWithFile:#"walkFrames.plist"];
player = [CCSprite spriteWithSpriteFrameName:#"f1.png"];
NSMutableArray *frames = [NSMutableArray arrayWithCapacity:8];
for (int i = 1; i < 9; i++) {
NSString *file = [NSString stringWithFormat:#"f%d.png", i];
CCSpriteFrame *frame = [frameCache spriteFrameByName:file];
[frames addObject:frame];
}
CCAnimation *walkAnim =[CCAnimation animationWithSpriteFrames:frames delay:0.1f];
CCAnimate *animate = [CCAnimate actionWithAnimation:walkAnim];
CCRepeatForever *rep = [CCRepeatForever actionWithAction:animate];
player.position = ccp(23, 285);
[player runAction:rep];
[self addChild:player];

Related

How to add Animated Image In Cocos2D without use of TexturePacker?

I am New at iOS Development.
I am also starting to learn Cocos2D.
I've read this tutorial: http://www.raywenderlich.com/tutorials#cocos2d
It is a superb tutorial for beginners, but I'm also interested in animating the image. How can I accomplish animation?
So I read tutorial (describe from Above Link) about how to put animated image with simple Project.
In This tutorial I used TexturePacker and it's working... but I want to know more about how to animate images without using TexturePacker.
Is it possible? If so, then please explain how or link to tutorials on how to make it work.
Thanks in advance.
You can run animation from file.
CCSprite *coin = [CCSprite spriteWithFile:#"MyImage_1.png"];
coin.position = ccp(mS.width*0.5f, mS.height*0.5f);
[self addChild:coin z:2];
{
NSString *animationName = #"UNIQUE_ANIMATION_NAME";
CCAnimation* animation = nil;
animation = [[CCAnimationCache sharedAnimationCache] animationByName:animationName];
if(!animation)
{
NSMutableArray *animFrames = [NSMutableArray array];
for( int i=1;i<=5;i++)
{
NSString* path = [NSString stringWithFormat:#"MyImage_%d.png", i];
CCTexture2D* tex = [[CCTextureCache sharedTextureCache] addImage:path];
CGSize texSize = tex.contentSize;
CGRect texRect = CGRectMake(0, 0, texSize.width, texSize.height);
CCSpriteFrame* frame = [CCSpriteFrame frameWithTexture:tex rect:texRect];
[animFrames addObject:frame];
}
animation = [CCAnimation animationWithSpriteFrames:animFrames];
animation.delayPerUnit = 0.175f;
animation.restoreOriginalFrame = YES;
[[CCAnimationCache sharedAnimationCache] addAnimation:animation name:animationName];
}
if(animation)
{
CCAnimate *animAction = [CCAnimate actionWithAnimation:animation];
[coin runAction:animAction];
}
}

Assertion failure Error when trying to stop sprite action in cocos2d iphone

I am having problem in stoping action. i have 2 sprite animation 1 is ant and second is grasshopper. WHen i am just calling ants animation it works fine but when i try to run both ant and grasshopper animation it gives me error.
* Assertion failure in -[CCSpriteBatchNode addChild:z:tag:], /Users/zohaib/Downloads/zohaibgame/zohaibgame/libs/cocos2d/CCSpriteBatchNode.m:183
it gives error when antMoveEnded is called.
ants animation code
-(void) walk_Ants
{
// 1) Cache the sprite frames and texture
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:
#"ant-animation.plist"];
/// 2) Create a sprite batch node
CCSpriteBatchNode *spriteSheet_ant = [CCSpriteBatchNode
batchNodeWithFile:#"ant-animation.png"];
[self addChild:spriteSheet_ant];
// 3rd Step
// 3) Gather the list of frames
NSMutableArray *walkAnimFrames = [NSMutableArray array];
for(int i = 1; i <= 24; ++i) {
[walkAnimFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:#"%d.png", i]]];
}
// 4th Step
// 4) Create the animation object
CCAnimation *walkAnim = [CCAnimation
animationWithSpriteFrames:walkAnimFrames delay:0.05f];
// 5th Step
// 5) Create the sprite and run the animation action
self.ants = [CCSprite spriteWithSpriteFrameName:#"1.png"];
_ants.position = ccp(winSize.width, winSize.height/6);
//_ants.position = ccp(459, 16);
self.walkActionAnt = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:walkAnim]];
[_ants runAction:_walkActionAnt];
[spriteSheet_ant addChild:_ants];
CCLOG(#"Position %#",NSStringFromCGPoint(_ants.position));
[self walkingAnts];
}
-(void) walkingAnts
{
// 2) Set the desired velocity
float antVelocity = 480.0/10.0;
// 3) Figure out the amount moved in X and Y
CGPoint waking_Path = CGPointMake(X_AXIS_ENDINGPATH, _ants.position.y);
CGPoint moveDifference = ccpSub(waking_Path, _ants.position);
// 4) Figure out the actual length moved
float distanceToMove = ccpLength(moveDifference);
// 5) Figure out how long it will take to move
float moveDuration = distanceToMove / antVelocity;
// 7) Run the appropriate actions
//[_ants stopAction:_moveAction];
id restartAntWalk = [CCCallFuncN actionWithTarget:self selector:#selector(antMoveEnded:)];
self.moveActionAnt = [CCSequence actions:
[CCMoveTo actionWithDuration:moveDuration position:waking_Path],
restartAntWalk,
nil];
//self.moveActionAnt.tag = 121;
[_ants runAction:_moveActionAnt];
_movingAnt = TRUE;
}
- (void) antMoveEnded: (ccTime) dt
{
if(_ants.position.x == -50)
{
[_ants stopAction:_moveActionAnt];
//[self stopActionByTag:121];
_movingAnt = FALSE;
[self walk_Ants];
}
}
GrassHopper code ( mantis )
-(void) mantisCome
{
float w_index = arc4random() % 480;
//float h_index = arc4random() % 320;
self.moveActionMantis = [CCSequence actions:
[CCMoveTo actionWithDuration:2 position:ccp(w_index, 63)],
nil];
[_mantis runAction:_moveActionMantis];
[self schedule:#selector(timer:) interval:5];
}
-(void) mantisGo
{
self.moveActionMantis = [CCSequence actions:
[CCMoveTo actionWithDuration:2 position:ccp(-50, 280)],
nil];
[_mantis runAction:_moveActionMantis];
[self unschedule:#selector(timer:)];
[self mantisAnimation];
}
#pragma -mark Mantis Animation
-(void) mantisAnimation
{
// 1) Cache the sprite frames and texture
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:
#"mantis-animation.plist"];
/// 2) Create a sprite batch node
CCSpriteBatchNode *spriteSheet_mantis = [CCSpriteBatchNode
batchNodeWithFile:#"mantis-animation.png"];
[self addChild:spriteSheet_mantis];
// 3rd Step
// 3) Gather the list of frames
NSMutableArray *walkAnimFrames_mantis = [NSMutableArray array];
for(int i = 1; i <= 14; ++i) {
[walkAnimFrames_mantis addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:#"%d.png", i]]];
}
// 4th Step
// 4) Create the animation object
CCAnimation *walkAnim_mantis = [CCAnimation
animationWithSpriteFrames:walkAnimFrames_mantis delay:0.05f];
// 5th Step
// 5) Create the sprite and run the animation action
self.mantis = [CCSprite spriteWithSpriteFrameName:#"1.png"];
_mantis.position = ccp(winSize.width+100, winSize.height+100);
_mantis.flipX=YES;
//_mantis.position = ccp(459, 16);
self.walkActionMantis = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:walkAnim_mantis]];
walkAnim_mantis.restoreOriginalFrame = NO;
[_mantis runAction:_walkActionMantis];
[spriteSheet_mantis addChild:_mantis];
//CCLOG(#"Position %#",NSStringFromCGPoint(_mantis.position));
[self mantisCome];
}
I figured out what was the problem.
when i was creating animation for ant i was using this code
NSMutableArray *walkAnimFrames = [NSMutableArray array];
for(int i = 1; i <= 24; ++i) {
[walkAnimFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:#"%d.png", i]]];
}
self.ants = [CCSprite spriteWithSpriteFrameName:#"1.png"];
and when creating animaiton for mantis
NSMutableArray *walkAnimFrames_mantis = [NSMutableArray array];
for(int i = 1; i <= 14; ++i) {
[walkAnimFrames_mantis addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:#"%d.png", i]]];
}
self.mantis = [CCSprite spriteWithSpriteFrameName:#"1.png"];
i was using 1.png for both. self.ant and self.mantis. i created a new plist file and changed png name from 1.png to ant1.png . It works now.

Cocos2d - animationwithframes:delay: deprecated

I would like to know what I should use in place of
animationWithFrames:delay:
and
actionWithAnimation:restoreOriginalFrame:
since they give a warning that they've been deprecated.
Cocos2d 2.0 uses
CCAnimation
+(id) animationWithSpriteFrames:(NSArray*)frames delay:(float)delay
CCAnimate
+(id) actionWithAnimation: (CCAnimation*)anim
Docs:
http://www.cocos2d-iphone.org/api-ref/2.0.0/interface_c_c_animation.html
http://www.cocos2d-iphone.org/api-ref/2.0.0/interface_c_c_animate.html
The only change you need to do is uses the new property: restoreOriginalFrame.
Remove restoreOriginalFrame from the constructor, then, in a new line, set the property:
animation.restoreOriginalFrame = NO;
That's it!
I have the same issue in my project i use.
CCSprite *image = [CCSprite spriteWithSpriteFrameName:#"a0001.png"];
image.position = ccp(s.width/2,s.height/2);
[self addChild:image];
image.tag = 1;
NSMutableArray *frames = [[NSMutableArray alloc] init];
for (int i = 1; i <= 10; i++) {
NSString *frameName = [NSString stringWithFormat:#"a%04i.png",i];
[frames addObject:[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:frameName]];
}
CCAnimation *ani = [CCAnimation animationWithSpriteFrames:frames delay:1.0f/8.0f];
[image runAction:[CCAnimate actionWithAnimation:ani]];
This works fine for me.
CCAnimation *sampleAnim = [CCAnimation animationWithAnimationFrames:
sampleAnimFrames delayPerUnit:0.2f loops:7];

cocos2d animation sprite

Hi I'm making a game for iphone and when the sprite moves I want it to change image between 3 images so it looks like it's running.
I'm using cocos2d right now and I'm pretty new to cocos2d. I know how to do this with cocoa but that doesn't work with cocos2d.
So my question is how do I change the sprite image between 3, images and I want to loop it while I'm holding my finger on a position on the screen?
Thanks in advance.
This is a pretty loaded question for being new to cocos2d.
I would work on the infinite animation first. Get that working and then work on pausing, resuming, and flipping the animation.
You can set up the animation in the same method that you are adding the sprite.
NSMutableArray *animFrames = [NSMutableArray array];
for(int i = 1; i <= 3; i++) {
CCSpriteFrame *frame = [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:[NSString stringWithFormat:#"Sprite-%d.png",i]];
[animFrames addObject:frame];
}
CCAnimation *animation = [CCAnimation animationWithName:#"run" delay:0.1f frames:animFrames];
[mySprite runAction:[CCRepeatForever actionWithAction: [CCAnimate actionWithAnimation:animation restoreOriginalFrame:NO]]];
If you are unfamiliar with sprite sheets, there are plenty of free resources for creating a sprite sheet and plist (TexturePacker has a nice interface)
If you have trouble getting this to work, Ray Wenderlich has good tutorials. If you get this far here are some pointers for pausing, resuming, and flipping the animation
For pausing or resuming
[mySprite pauseSchedulerAndActions];
[mySprite resumeSchedulerAndActions];
Flip the animation whenever the touch directions switches horizontal directions
mySprite.flipX = YES;
mySprite.flipX = NO;
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"animations/grossini.plist"];
CCSprite *sprite = [CCSprite spriteWithSpriteFrameName:#"grossini_dance_01.png"];
sprite.position = ccp( 100, 100);
CCSpriteSheet *spritesheet = [CCSpriteSheet spriteSheetWithFile:#"animations/grossini.png"];
[spritesheet addChild:sprite];
[self addChild:spritesheet];
NSMutableArray *animFrames = [NSMutableArray array];
for(int i = 1; i < 15; i++) {
CCSpriteFrame *frame = [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:[NSString stringWithFormat:#"grossini_dance_%02d.png",i]];
[animFrames addObject:frame];
}
CCAnimation *animation = [CCAnimation animationWithName:#"dance" frames:animFrames];
// 14 frames * 0.2sec = 2,8 seconds
[sprite runAction:[CCRepeatForever actionWithAction: [CCAnimate actionWithDuration:2.8f animation:animation restoreOriginalFrame:NO] ]];

sprite animation sheet

I'm developing an app using cocos2d and box2d phisycs. I whant to make my sprite animate on moving. I made a *.plist and *.png files in Zwoptex, and added them to my project. Now, I'm trying to create a sprite:
[[CCSpriteFrameCache sharedSpriteFrameCache]addSpriteFramesWithFile:#"SquirrelAnimation.plist"];
node = [CCSpriteBatchNode batchNodeWithFile:#"SquirrelAnimation.png" capacity:100];
spriteTexture = [node texture];
b2BodyDef bodyDef;
bodyDef.type = bodyType;
CGSize size = [CCDirector sharedDirector].winSize;
CGPoint point = ccp(size.width / 2, size.height / 2);
bodyDef.position.Set(point.x / PTM_RATIO, point.y / PTM_RATIO);
body = world->CreateBody(&bodyDef);
sprite = [PhysicsSprite spriteWithTexture:spriteTexture];
[sprite setPhysicsBody:body];
[node addChild:sprite];
but this code makes one sprite with all frames to node. What am I doing wrong?
Extract frame like this...
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"spritesheet.plist"];
CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNode batchNodeWithFile:#"spritesheet.png"];
[self addChild:spriteSheet];
NSMutableArray *frames = [[[NSMutableArray alloc]init]retain];
for(int i = 1; i <= numberFrames; i++) {
[frames addObject:[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:[NSString stringWithFormat:#"%#0%d.png", file_name, i]]];
}
// Animation object with 0.04 seconds between each frame (~30fps)
CCAnimation *anim = [CCAnimation animationWithFrames:frames delay:0.04f];
if(self.sprite){
// Animate the sprite
[self.sprite runAction:[CCAnimate actionWithAnimation:anim restoreOriginalFrame:NO]];
}