Removing sprite from layer not removing rect with it (Cocos2d)? - iphone

I am making a game in Cocos2d. Everything is okay, so far. I used Ray Wenderlich's tutorial to get collision detection to work. It works, but whenever an 'enemy' spawns where a bullet was deleted (because the bullet that was deleted hit a target, therefore, was deleted), the enemy is automatically deleted, too. I think it's because it doesn't remove the rect that was declared for the sprite. Note, it also can go through more than one enemy, even though the bullet is deleted. Any help is appreciated. Thanks!
EDIT:
I found out what the problem was. I had the shoot method set in a schedule:#selector method, with no set interval. That meant that it would fire bullets 60fps fast. So I was getting TWO bullets with ONE click. They were so close together, that it took me a while to notice it. I won't make that mistake again!!!

Are you using the following code? (from How To Make A Simple iPhone Game with Cocos2D Tutorial)
- (void)update:(ccTime)dt {
NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init];
for (CCSprite *projectile in _projectiles) {
CGRect projectileRect = CGRectMake(
projectile.position.x - (projectile.contentSize.width/2),
projectile.position.y - (projectile.contentSize.height/2),
projectile.contentSize.width,
projectile.contentSize.height);
NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init];
for (CCSprite *target in _targets) {
CGRect targetRect = CGRectMake(
target.position.x - (target.contentSize.width/2),
target.position.y - (target.contentSize.height/2),
target.contentSize.width,
target.contentSize.height);
if (CGRectIntersectsRect(projectileRect, targetRect)) {
[targetsToDelete addObject:target];
}
}
for (CCSprite *target in targetsToDelete) {
[_targets removeObject:target];
[self removeChild:target cleanup:YES];
}
if (targetsToDelete.count > 0) {
[projectilesToDelete addObject:projectile];
}
[targetsToDelete release];
}
for (CCSprite *projectile in projectilesToDelete) {
[_projectiles removeObject:projectile];
[self removeChild:projectile cleanup:YES];
}
[projectilesToDelete release];
}
whenever an 'enemy' spawns where a bullet was deleted, the enemy is automatically deleted, too.
It sounds that the bullet is removed from the layer, but it is not removed from _projectiles array.
[_projectiles removeObject:projectile];
Are you sure that this code works?

Rect is not a seperate entity from your bullet. Rect is the property associated with the bullet. As soon as your "bullet is deleted" the rect will no longer be valid.
What you should be looking at is your collision checking code.
You probably want to surround your bullet collision check code with a condition like:
if(bullet exists)
{
check for collision
}
Since you haven't posted code I could only post pseudo code here. Maybe if you post your collision checking code I could show you in more detail.

Related

Sprite jumping around when i use resumeSchedulerAndActions

Ok I am attempting some AI stuff here and I have been following some Ray Wenderlich tutorials. I have some strange behavior going on. Maybe I am just doing this all wrong... but here you go. When a sprite is within 75 pixels of the target it switches to the Defending AIState and i call pauseSchedulerAndActions and set it to a predetermined safe spot via getDefensePosition method. What I am trying to do is after 2 seconds resume the actions so the sprite will move around again. so I call resumeSchedulerAndActions. Now this just goes through the getDefenseMethod and it moves te sprite between these three places but this is the strange behavior i have two slog calls one before getDefenseMethod and one after the sprite is jumping around from the center of the screen then back to the new spawnPoint:
2013-03-04 20:08:14.897 10-8[2629:c07] before: {217.533, 177.32}
2013-03-04 20:08:14.898 10-8[2629:c07] spawnPoint 1
2013-03-04 20:08:14.899 10-8[2629:c07] after: {100, 100}
dont understand why it is doing that. Why does it not just start from the position it was in?
- (void)execute:(GangMembers *)player {
// Check if should change state
NSArray * enemies = [player.layer enemiesOutsideRange:75 ofPlayer:player];
if (enemies.count > 0) {
NSLog(#"outside range 75");
[player changeState:[[Attacking alloc] init]];
return;
}
[player.layer setPlayer:player attacking:NO];
// Make build decision
[player.layer unschedule:#selector(shoot:)];
[player pauseSchedulerAndActions];
NSLog(#"before: %#", NSStringFromCGPoint(player.position));
[self getDefensePosition];
player.position = spawnPoint;
NSLog(#"after: %#", NSStringFromCGPoint(player.position));
[player performSelector:#selector(resumeSchedulerAndActions) withObject:player afterDelay:2];
}
- (void)getDefensePosition {
// CGSize winSize = [CCDirector sharedDirector].winSize;
int spawnChoice = arc4random() % 3;
spawnPoint = ccp(100, 100);
if(spawnChoice == 0){
spawnPoint = ccp(100, 100);
NSLog(#"spawnPoint 1");
}
else if(spawnChoice == 1){
spawnPoint = ccp(100, 200);
NSLog(#"spawnPoint 2");
}
else {
spawnPoint = ccp(100, 300);
NSLog(#"spawnPoint 3");
}
}
FWIW, I suspect your player object has some CCMove type of actions (which you are pausing). Even though you change the position while paused, when the action resumes, the action sets the position to its current state (startPosition, endPosition, duration, time elapsed since start), which may be quite different from the position you set during the pause.
not certain of your object model/class structure, but something like this:
[player stopAllActions];
player.position = spawnPoint;
[player runAction: [CCSequence actions:
[CCDelayTime actionWithDuration:2.0],
[CCMoveTo actionWithDuration:arc4random()%5+1 position: randomPoint],
[CCCallBlock actionWithBlock:^{ [self performSelector:#selector(moveRandom:) withObject:s afterDelay:0.5]; }],
nil]
];
this way, you recreate a moveto action that will be executed from spawnPoint, and your player.position is not in contention with a running action. Written from memory, you mileage may vary :)

Cocos2d NSMutable Array mutated while enumerated

I've been working on a game, and at a point I didn't have issues removing the enemy game objects (right now they are subclassed from CCSprite and I know that's not the best way)
But I'm not sure what I changed to make it crash when the program attempts to removeChild from _targets after they have been added to targetsToDelete.
I tried moving things around, I just don't know how I am adding or editing the array while its being created... Any help or advice would be great!
And actually if you had any pointers on how best to create game enemies, do you subclass NSObject or CCNode? I heard to divide them into component classes but I had no clue what they meant.
//Projectile Target collision
-(void)update:(ccTime)dt {
for (spygot *target in _targets) {
CGRect targetRect = CGRectMake(
target.position.x - (target.contentSize.width/2),
target.position.y - (target.contentSize.height/2),
target.contentSize.width,
target.contentSize.height);
//Collision Detection Player
CGRect playerRect2 = CGRectMake(
_controlledSprite.position.x - (_controlledSprite.contentSize.width/2),
_controlledSprite.position.y - (_controlledSprite.contentSize.height/2),
_controlledSprite.contentSize.width,
_controlledSprite.contentSize.height);
NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init];
for (Projectile *projectile in _projectiles)
{
NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init];
CGRect projectileRect = CGRectMake(
projectile.position.x - (projectile.contentSize.width/2),
projectile.position.y - (projectile.contentSize.height/2),
projectile.contentSize.width,
projectile.contentSize.height);
BOOL monsterHit = FALSE;
if (CGRectIntersectsRect(projectileRect, targetRect))
{
NSLog(#"hit");
target.mhp = target.mhp - 1;
monsterHit = TRUE;
if (target.mhp <= 0)
{
[targetsToDelete addObject:target];
}
}
for (spygot *target in targetsToDelete)
{
[self removeChild:target cleanup:YES];
[_targets removeObject:target];
}
if (monsterHit)
{
[projectilesToDelete addObject:projectile];
}
[targetsToDelete release];
}
for (Projectile *projectile in projectilesToDelete)
{
[_projectiles removeObject:projectile];
[self removeChild:projectile cleanup:YES];
}
[projectilesToDelete release];
}
It looks like the code that you've pasted is all from within a for loop iterating over _targets. How does the variable target get initialized?
Usually when I get this sort of error it's because I have the code in a block or am in some other way on a nebulous thread. How sure are you that this bit of code is not running more than once at the same time?
You could try wrapping it in the following:
dispatch_async(dispatch_get_main_queue(), ^{
// do everything here.
});
As for advice about using CCSprite for your game enemy objects, my advice is fix it when it becomes a problem. Are you seeing issues with it right now? Premature optimization is almost as bad as doing it wrong in the first place. You'll know better at the end of the project how you should have done it earlier. ;)
I guess you know that you cannot remove elements from the array while you iterate over it. That is why you have targetsToDelete array.
But it looks to me that you do remove targets to soon.
Try this:
finish iterating the main loop and finish collecting targets to the targetsToDelete array and only after main loop is done remove the targets.

Slow preformance during replaceScene

I'm facing a performance issue whenever the code reach "replaceScene". It happens only in the Play Scene. So after the game is over, I display a score, and then, it's time for CCDirector to do replaceScene in order to go back to the main menu.
After waiting for around 20 seconds then it finally display the main menu. But somehow this is not right, player will feel that the game suddenly hang. Then I tried to put some animation like preloader, it happens the same, the preloader picture did animate a while then suddenly stop, and I think due to the same issue triggered by replaceScene, although still it'll display the main menu scene. Care to give some tips how to speed up the releasing of all the objects which no longer needed.
Hoping to get a solution from experts here. Thanks.
Here is my code :
............
//button at the score pop up sprite
CCMenuItem *btContinue = [CCMenuItemImage itemFromNormalImage:BTCONTINUE
selectedImage:BTCONTINUE_ON
target:self
selector:#selector(goLoader)];
btContinue.anchorPoint = ccp(0,0);
btContinue.position = ccp(340, 40);
CCMenu *menu = [CCMenu menuWithItems:btContinue, nil];
menu.position = CGPointZero;
[self addChild:menu z:ZPOPUP_CONTENT];
//prepare the loader, but set visible to NO first
CCSprite *loaderBg = [CCSprite spriteWithFile:LOADER_FINISH];
loaderBg.anchorPoint = ccp(0,0);
loaderBg.position = ccp(0,0);
loaderBg.visible = NO;
[self addChild:loaderBg z:ZLOADER_BG tag:TAG_LOADER_BG];
NSLog(#"prepare loader finish");
//animate loader
CCSprite *loaderPic = [[CCSprite alloc] initWithSpriteFrame:[[CCSpriteFrameCache sharedSpriteFrameCache]
spriteFrameByName:LOADER]];
loaderPic.anchorPoint = ccp(0.5,0.5);
loaderPic.position = ccp(200,35);
loaderPic.visible = NO;
[self addChild:loaderPic z:ZLOADER_PIC tag:TAG_LOADER_PIC];
[loaderPic runAction:[CCRepeatForever actionWithAction:[CCRotateBy actionWithDuration:0.05f angle:10.0f]]];
}
-(void)goLoader {
NSLog(#"goMainMenuScene");
CCSprite *tmpBg = (CCSprite *) [self getChildByTag:TAG_LOADER_BG];
if (tmpBg != nil)
tmpBg.visible = YES;
CCSprite *tmpPic = (CCSprite *) [self getChildByTag:TAG_LOADER_PIC];
if (tmpPic != nil)
tmpPic.visible = YES;
double time = 2.0;
id delay = [CCDelayTime actionWithDuration: time];
id proceed = [CCCallFunc actionWithTarget:self selector:#selector(goMainMenuScene)];
id seq = [CCSequence actions: delay, proceed, nil];
[self runAction:seq];
}
-(void)goMainMenuScene {
[[GameManager sharedGameManager] runSceneWithID:SCENE_MAIN_MENU];
}
Your problem is most likely the new scene, and whatever happens in the new scene's and its child node's init methods. Loading resource files can take quite a while. If you defer doing this into onEnter you might see better results. But 20 seconds, that's a lot. Check what you're doing that takes THIS long. I bet it's loading a gross amount of resources, or loading them in an extremely inefficient way. JPG files are known to load very slowly, if you use JPG convert them to PNG.

NSMutableArray and batchNode problems

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.

Animations in cocos2d

I am wondering if someone can explain me how to re-use animations in cocos2d? I was used to so-called usual way: I create a 'game object', load animations and after that simply call my animations like gameObj->idle(); or gameObj->walkToPoint();...
I understand that these helper methods should be defined by myself, and I also studied a lot of guides about CC2d and using animations in different ways, but these guides are too simple and don't shot real cases.
So at the moment I wrote method which loads animation from plist and png texture, adds this texture to parent layer and assigns first sprite to the 'Game Object' sprite. But I have some questions - I still can't find the way to play animations.
Situation is more difficult for me (but I know that this is usual case :) - animations should be assigned to 'actions' and there should be different types of actions. For example - idle action plays forever, death plays once and stays at the last frame and shoot action plays once and restores previous frame - idle's one.
To make things simple I'll show some basic code w\o complex checks and for..in loops (I wondering who decided store all frames in cc2d animation format as Array and load them with frame_%d, not as Dictionary with structure Animations->Idle->Frames Animations->Shoot->Frames, but this not main point :))
//These things are global
CCAnimation *idleAnim;
CCAction * idleAction; // idle animation should be played forever
CCAnimation *deathAnim;
CCAction * deathAction; // death animation should be played once and stop at last frame
CCAnimation *shootAnim;
CCAction * shootAction; // shoot animation should be played once and idle frame restored
// loading animations with simple for loops
- (id)init {
self = [super initWithColor:ccc4(255,255,255,255)];
if (self) {
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:
#"player.plist"];
CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNode
batchNodeWithFile:#"player.png"];
[self addChild:spriteSheet];
NSMutableArray *idleAnimFrames = [NSMutableArray array];
for(int i = 1; i <= 20; ++i) {
[idleAnimFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:#"hero_idle01_%04i_Layer-%i.png", i-1, i]]];
}
idleAnim = [CCAnimation animationWithFrames:idleAnimFrames delay:0.1f];
idleAction = [CCRepeatForever actionWithAction:
[CCAnimate actionWithAnimation:idleAnim restoreOriginalFrame:NO]];
NSMutableArray *deathAnimFrames = [NSMutableArray array];
for(int i = 0; i <= 30; ++i) {
[deathAnimFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:#"hero_death01_%04i_Layer-%i.png", i, i+1]]];
}
deathAnim = [CCAnimation animationWithFrames:deathAnimFrames delay:0.1f];
deathAction = [CCAnimate actionWithAnimation:deathAnim restoreOriginalFrame:NO];
NSMutableArray *shootAnimFrames = [NSMutableArray array];
for(int i = 0; i <= 19; ++i) {
[shootAnimFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:#"hero_idleshoot02_%04i_Layer-%i.png", i, i+1]]];
}
shootAnim = [CCAnimation animationWithFrames:shootAnimFrames delay:0.1f];
shootAction = [CCAnimate actionWithAnimation:shootAnim restoreOriginalFrame:YES];
self.player = [CCSprite spriteWithSpriteFrameName:#"hero_idle01_0000_Layer-1.png"];
self.player.position = ccp(20, self.size.height/2);
[self.player runAction:shootAction];
[spriteSheet addChild:self.player];
[self.player runAction:[CCRotateTo actionWithDuration:0.0f angle:45]];
[self schedule:#selector(gameLogic:) interval:1.0];
}
return self;
}
This code runs correctly (loads idle animation and plays it forever) but I can't find the way to switch between actions and animatinos nicely. I've seen approaches when for example when someone wan't shoot animation, he deletes original sprite takes first sprite from shoot, plays shoot, deleted shoot sprite, restores original sprite. But what if sprite was rotated? One should pass all the params from original sprite such as flip, rotation, scale, etc. back and forward between sprites? Usually Game Objects are inherited from CCSprite, so this method generally means that one should delete and restore main game object all the time? This is not clear for me.
I tried next things, but they didn't work for me, program just halts and nothing is written to debug (I guest it is because error happens in other thread, the one which is responsible for touch handling).
// somewhere after touch happened in [shootToPoint:(CGPoing)point] method
[idleAction stop];
[shootAction startWithTarget:self.player];
[self.player runAction:[CCSequence actions:
shootAction,
[CCCallFuncN actionWithTarget:self selector:#selector(shooted)],
nil]];
And in shooted method I call again something like this:
[shootActino stop]; // or [self.player stopAllActions] - doesn't matter I guess
[idleAction startWithTarget:self.player];
CCSprite *sprite = (Bullet *)sender; // remove bullet sprite from memory
[self removeChild:sprite cleanup:YES]; // remove bullet sprite from memory
// other routines...
So can someone explain me how to create game objects with helper methods to switch animations? Please don't send me to cc2d docs because for it is unclear how to solve this simple problem from cc2d docs or other tutorial on the web.
Since you are creating your instances with helper methods instead of alloc/initWith... they are getting autoreleased, that's why you get a crash.
For example your idle animation should be created like this:
NSMutableArray *idleAnimFrames = [[NSMutableArray alloc] init];
for(int i = 1; i <= 20; ++i) {
[idleAnimFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:#"hero_idle01_%04i_Layer-%i.png", i-1, i]]];
}
CCAnimation *idleAnimation = [[CCAnimation alloc] initWithFrames:idleAnimFrames delay:0.1f];
[idleAnimFrames release];
CCAnimate *idleAnimate = [[CCAnimate alloc] initWithAnimation:idleAnimation restoreOriginalFrame:NO];
[idleAnimation release];
idleAction = [[CCRepeatForever alloc] initWithAction:idleAnimate];
[idleAnimate release];
That way you can use this action multiple times until you release it (which you should do in your dealloc method, or somewhere else when you're done with it).