Animating a sprite in cocos2d , box2d and Xcode - iphone

Please, I need help in making this code work. I intend to do an animation with a sprite I added using cocos2d and box2d in xcode. But for some odd reasons I cannot get the sprite to animate repeatedly.
This code builds successfully but animates only once. Can anyone help and tell me what I am not doing right?
The implementation file are as follows:
#import "Mosquito.h"
#import "Box2DHelpers.h"
#implementation Mosquito
#synthesize flyingAnim;
- (void) dealloc{
[flyingAnim release];
[super dealloc];
}
-(void)initAnimations {
flyingAnim = [self loadPlistForAnimationWithName:#"flyingAnim"
andClassName:NSStringFromClass([self class])];
[[CCAnimationCache sharedAnimationCache] addAnimation:flyingAnim
name:#"flyingAnim"];
}
-(void)changeState:(CharacterStates)newState {
[self stopAllActions];
id action = nil;
// id flyingAction = nil;
//CGPoint newPosition;
[self setCharacterState:newState];
switch (newState) {
case kStateIdle:
[self setDisplayFrame:
[[CCSpriteFrameCache sharedSpriteFrameCache]
spriteFrameByName:#"Mosquito_anim_1.png"]];
break;
case kStateFlying:
action = [CCAnimate actionWithAnimation:flyingAnim
restoreOriginalFrame:NO];
break;
case kStateTakingDamage:
action = [CCBlink actionWithDuration:1.0 blinks:3.0];
break;
default:
//CCLOG(#"Unhandled state %d in Mosquito", newState);
break;
}
if (action != nil) {
[self runAction:action];
}
}
- (id)initWithWorld:(b2World *)theWorld atLocation:(CGPoint)location {
if ((self = [super init])) {
world = theWorld;
[self setDisplayFrame:[[CCSpriteFrameCache
sharedSpriteFrameCache]
spriteFrameByName:#"Mosquito_anim_1.png"]];
gameObjectType = kMosquitoType;
characterHealth = 100.0f;
[self createBodyAtLocation:location];
[self initAnimations];
}
return self;
}
- (void) updateStateWithDeltaTime:(ccTime)deltaTime
andListOfGameObjects:(CCArray *)listOfGameObjects {
//CGPoint oldPosition = self.position;
if ((characterState == kStateDestroyed) &&
([self numberOfRunningActions] > 0)) {
return;
}
if (characterState != kStateFlying &&
[self numberOfRunningActions] == 0) {
[self changeState:kStateFlying];
}
}
#end
Thanks.

id repeatAnimation = [CCRepeatForever actionWithAction:action];
To repeat forever, you need to do that, otherwise you need to just do:
[self runAction:action];
again.
Also, you might want to consider not reassigning action to CCBlink and make another action and call
[self stopAllActions];
id blinkAction = [CCBlink actionWithDuration:1.0 blinks:3.0];
[self runAction:blinkAction];

This may Help you.
One of the easiest ways for sprite animation.
https://sites.google.com/site/rajanallathambi1/cocos2d-tutorials/sprite-animation-without-plist-file

Related

CCLabelTTF value is not updating (cocos2d)

i have two layers control layer which contains CCLabelTTF for score, and first layer in which i detect collision btwn my objects. i want to update score (i.e CCLabelTTF value) in control layer from my first layer.
here is my code...
my scene.m
-(id)init{
self=[super init];
FirstLayer *fl=[FirstLayer node];
[self addChild:fl];
controlLayer *cl=[controlLayer node];
[self addChild:cl z:3 tag:1];
return self;
}
control layer.h
#interface controlLayer : CCLayer{
CCLabelTTF * score ;
int score_value;
}
#property(nonatomic,retain)CCLabelTTF * score ;
#property int score_value;
-(void)displayScore;
#end
controlLayer.m
-(id)init{
// my code..
[self displayScore];
}
return self;
}
-(void)displayScore{
CGSize screenSize=[[CCDirector sharedDirector]winSize];
CCLabelTTF * score_lbl = [CCLabelTTF labelWithString:#"Score" fontName:#"Arial" fontSize:16.0];
score_lbl.position=ccp(screenSize.width*0.10,screenSize.height*0.90);
[self addChild:score_lbl z:99];
score =[CCLabelTTF labelWithString:[NSString stringWithFormat:#"test:%d",score_value] fontName:#"Arial" fontSize:16.0] ;
NSString *str = [score string];
NSLog(#"SCORE control:%#",str);
score.position=ccp(screenSize.width*0.20,screenSize.height*0.90);
[self addChild:score];
}
firstLayer.h
#interface FirstLayer : CCLayer
{
controlLayer *cl;
}
#property(nonatomic,retain)controlLayer *cl;
#end
firstLayer.m
#implementation FirstLayer
#synthesize cl;
-(id)init{
---
cl=[controlLayer new];
[self schedule:#selector(tick:)];
return self;
}
-(void)tick:(ccTime)dt{
bool blockFound=false;
world->Step(dt, 10, 10);
std::vector<MyContact>::iterator pos;
for(pos = _contactListener->_contacts.begin();
pos != _contactListener->_contacts.end(); ++pos) {
MyContact contact = *pos;
b2Body *bodyA = contact.fixtureA->GetBody();
b2Body *bodyB = contact.fixtureB->GetBody();
if (bodyA->GetUserData() != NULL && bodyB->GetUserData() != NULL) {
CCSprite *spriteA = (CCSprite *) bodyA->GetUserData();
CCSprite *spriteB = (CCSprite *) bodyB->GetUserData();
// Sprite A = ball, Sprite B = Block
if (spriteA.tag == 1 && spriteB.tag == 2) {
cl.score_value=cl.score_value+5;
[cl.score setString:[NSString stringWithFormat:#"%d",cl.score_value]];
NSString *str = [cl.score string];
NSLog(#"SCORE in GAME:%#",str);
// [cl displayScore];
if (std::find(toDestroy.begin(), toDestroy.end(), bodyB)
== toDestroy.end()) {
toDestroy.push_back(bodyB);
}
}
// Sprite B = block, Sprite A = ball
else if (spriteA.tag == 2 && spriteB.tag == 1) {
cl.score_value=cl.score_value+5;
[cl.score setString:[NSString stringWithFormat:#"%d",cl.score_value]];
NSString *str = [cl.score string];
NSLog(#"SCORE in GAME:%#",str);
// [cl displayScore];
}
}
}
What is going Wrong? , i'm always getting score:test 0 !:(
Your statement cl=[controlLayer new]; is not getting the reference of the controlLayer that was added to your game scene. As your game scene.m code indicates, both FirstLayer and controlLayer instances are initalized and added as children to the CCScene. To get a proper reference to your controlLayer from inside FirstLayer, do it like this:
FirstLayer.m
-(void) onEnter {
[super onEnter];
cl = (controlLayer*)[self.parent getChildByTag:1];
}
The reason you have to put this in onEnter is because self.parent will not be valid within the FirstLayer's init method. onEnter is called after initialization is complete. This should give you the reference to the actual controlLayer that was added to your game scene.
I think by the looks of it, you are sending a new score value to your control layer, but you are not updating the label, as you only set it once. It won't automatically update if score_value changes. I think you need to schedule an update method in your control layer that will update the score label.

how to implement a reverse countdown and then call a method

I am developing a 2d game in which on my game screen I have to implement a reverse timer from 30 sec till 0 sec and if a player does not move his character he will win otherwise he will lose and the game will be over.
This is my init method:
-(id)init
{
if(self==[super init])
{
self.isTouchEnabled=YES;
self.isAccelerometerEnabled=YES;
CGSize size=[[CCDirector sharedDirector] winSize];
screenwidth=size.width;
screenheight=size.height;
west_pic=[CCSprite spriteWithFile:#"west_pic.png"];
west_pic.anchorPoint=ccp(1, 1);
west_pic.scaleX=1.4;
west_pic.position=ccp(size.width, size.height);
[self addChild:west_pic];
label1=[CCLabelTTF labelWithString:#"Level One" fontName:#"Arial" fontSize:20];
label1.position=ccp(size.width/3.8,size.height/1.2);
[self addChild:label1];
label2=[CCLabelTTF labelWithString:#"Lives :" fontName:#"ArcadeClassic" fontSize:18];
label2.position=ccp(size.width/1.5,size.height/8.2);
[self addChild:label2];
player=[CCSprite spriteWithFile:#"player.png"];
player.position=ccp(size.width/1.7, size.height/2);
player.scale=0.2;
player.tag=2;
player.anchorPoint=ccp(1, 0);
[self addChild:player];
[self schedule:#selector(updateplayer:) interval:1.0f/60.0f];
}
return self;
}
for example, you can have an instance with number of seconds, that player must not to move character, then you must have ssome event methods to know when the character begins and stops movement, create updatable label(if you want to show the rest of the time to player) and schedule timer, which will decrease number of seconds. smth like this
- (void) onEnter
{
[super onEnter];
// if player character not move on start
[self schedule:#selector(reduceRestTime) interval:1.f];
}
- (void) onExit
{
[self unscheduleAllSelectors];
[super onExit];
}
- (void) onCharacterStop
{
m_restTime = // your time left. in your case, 30 sec
// if you have time label
[self updateRestTimeLabel];
[self schedule:#selector(reduceRestTime) interval:1.f];
}
- (void) onCharacterBeginMovement
{
[self unscheduleSelector:#selector(reduceRestTime)];
}
- (void) reduceRestTime
{
m_restTime--;
// if you have time label
[self updateRestTimeLabel];
if( m_timeLeft == 0 )
{
[self unscheduleSelector:#selector(reduceRestTime)];
// your win code
}
}
- (void) updateRestTimeLabel
{
[m_timeLabel setString:[NSString stringWithFormat:#"Time left: %d", m_timeLeft]];
}

Misunderstanding on Cocos2D: Layers, static variables and Model View Controller. Can those coexist?

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];

Cocos2d game termination problem when a moving sprite goes inside the bounding box of a animating still sprite(a ball get into a hole)

Let me explain it in depth, when ever if(CGRectContainsPoint([hole1 boundingBox], ball1.position)) condition goes true, i do lots of stuffs, like unscheduled, a selector, destroying a ball body calling an animation (please refer Code below)etc. This work properly most of the time. But sometimes when ball is really near to hole(just touching the hole but but not enough to make the above condition true), or is been throws towards the hole really fast speed, then application got terminated. I have checked, by commenting many actions which are been performed in this section, but got nothing helpful, application keep terminating when some efforts are been done to make it terminate.
if(CGRectContainsPoint([hole1 boundingBox], ball1.position))
{
ballBody->SetLinearVelocity(b2Vec2(0.0f,0.0f));
ballBody->SetAngularVelocity(0.0f);
[self unschedule:#selector(tick:)];
self.isTouchEnabled = NO;
[self removeChild:ball1 cleanup:YES];
world->DestroyBody(ballBody);
// create the sprite sheet
CCSpriteSheet *spriteSheet;
GolfBallsAppDelegate *appDelegate = (GolfBallsAppDelegate *)[[UIApplication sharedApplication] delegate];
if([appDelegate.ballValue isEqualToString:#"cricketball"])
{
spriteSheet = [CCSpriteSheet spriteSheetWithFile:#"cricket_ball_strip.png"];
}
else if([appDelegate.ballValue isEqualToString:#"ironball"])
{
spriteSheet = [CCSpriteSheet spriteSheetWithFile:#"iron_ball_strip.png"];
}
else if([appDelegate.ballValue isEqualToString:#"golfball"])
{
spriteSheet = [CCSpriteSheet spriteSheetWithFile:#"golf_ball_strip.png"];
}
else if([appDelegate.ballValue isEqualToString:#"soccerball"])
{
spriteSheet = [CCSpriteSheet spriteSheetWithFile:#"soccer_ball_strip.png"];
}
else if([appDelegate.ballValue isEqualToString:#"basketball"])
{
spriteSheet = [CCSpriteSheet spriteSheetWithFile:#"basket_ball_strip.png"];
}
spriteSheet.position = ccp(hole1.position.x,60);
[self addChild:spriteSheet];
float frameWidth = 96;
float frameHeight = 84;
CCSprite *sprite = [CCSprite spriteWithTexture:spriteSheet.texture rect:CGRectMake(0, 0, frameWidth, frameHeight)];
[spriteSheet addChild:sprite];
//if(animation)
{
// create the animation
CCAnimation *spriteAnimation = [CCAnimation animationWithName:#"potting" delay:0.1f];
int frameCount = 0;
for (int x = 0; x < 6; x++)
{
// create an animation frame
CCSpriteFrame *frame = [CCSpriteFrame frameWithTexture:spriteSheet.texture rect:CGRectMake(x*frameWidth,0*frameHeight,frameWidth,frameHeight) offset:ccp(0,0)];
[spriteAnimation addFrame:frame];
frameCount++;
// stop looping after we've added 14 frames
if (frameCount == 6)
{
//[self removeChild:spriteSheet cleanup:YES];
break;
}
}
// create the action
CCAnimate *spriteAction = [CCAnimate actionWithAnimation:spriteAnimation];
//CCRepeatForever *repeat = [CCRepeatForever actionWithAction:spriteAction];
// run the action
[sprite runAction:spriteAction];
//[sprite runAction:repeat];
}
[self schedule:#selector(loading) interval:0.5];
[self schedule:#selector(holeFinish) interval:1];
//[self removeChild:spriteSheet cleanup:YES];
}
Any suggestion will be highly appreciated.
EDIT: What i found is, problem with folling lines [self removeChild:ball1 cleanup:YES];
world->DestroyBody(ballBody);
(MAY be). but as it not occurs always, (as I mentioned), thus it's being ridiculous.
I think your problem will be that you are trying to delete a body when the b2World is 'locked', (When the world is busy working out collisions).
Try flagging the object as ready for deletion, and deleting it at the start of your next loop:
Replace:
[self removeChild:ball1 cleanup:YES];
world->DestroyBody(ballBody);
with
ball1.isDead = YES;
And at the start of your next game loop:
for (Ball b in balls)
{
if (b.isDead)
world->DestroyBody(b.ballBody);
}

remove first image with interval

I am using...
[self addChild:self.blue_action];
[self schedule:#selector(updateTimer1:) interval:1.0f];
Via this line, I want to show an image in the any position and after some time that image will remove, through '[self removeChild: self.blue_action cleanUp:Yes];'
-(void)updateTimer1:(id)sender {
if(time_1 == 0) {
NSLog(#"time value ");
[self removeChild:self.blue_action cleanup:YES];
[self schedule: #selector(updateTimer1:) interval:0.10];
}
else {
--time_1;
}
}
In this case the updateTimer1:(id)sender method was already scheduled.
To schedule this again you obvious must unscheduled this method by [self unschedule:_cmd];
And it's a good practice do not remove sprite every time when you want it to disappear, try to just make it invisible self.blue_action.visible = NO
You want to fire method once after specific time? Action is helpful.
-(void)addBlueAction {
[self addChild:self.blue_action];
[self runAction:[CCSequence actions:
[CCDelayTime actionWithDuration:1],
[CCCallFunc actionWithTarget:self
selector:#selector(removeBlueAction)],
nil]];
}
-(void)removeBlueAction {
[self removeChild:self.blue_action cleanup:YES];
}
If your app's target is for after iOS 4.0, you can use Blocks.
-(void)addBlueAction {
[self addChild:self.blue_action];
[self runAction:[CCSequence actions:
[CCDelayTime actionWithDuration:1],
[CCCallBlock actionWithBlock:^{
[self removeChild:self.blue_action cleanup:YES];
}],
nil]];
}