Change Sprite with Buttons - Cocos2d - iphone

I have 2 buttons (left and right) and a sprite sheet that contains all 55 images. I was wondering, what is the best way to go through each sprite using the buttons?
E.G.
Press the left button and the first sprite is added. Press the right button, the first sprite is removed and the second sprite to added. So on and so forth until it reaches the last image.
This is the Sprite Sheet
#import "cocos2d.h"
#interface GameScene : CCLayer {
CCSpriteBatchNode *pspriteSheet
}
+(CCScene *) scene;
#property (nonatomic, retain) CCSprite *p;
#end
----------------------------------------------------
#import "GameScene.h"
#implementation GameScene
#synthesize p = _p;
+(CCScene *) scene
{
CCScene *scene = [CCScene node];
GameScene *layer = [GameScene node];
[scene addChild: layer];
return scene;
}
-(id) init
{
if ((self = [super init]))
{
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:
#"PAnim.plist"];
pspriteSheet = [CCSpriteBatchNode batchNodeWithFile:#"PAnim.pvr.ccz"];
[self addChild:pspriteSheet z:0];
}
return self;
}
- (void) dealloc
{
CCLOG(#"%#: %#", NSStringFromSelector(_cmd), self);
_p = nil;
[CCSpriteFrameCache purgeSharedSpriteFrameCache];
[CCTextureCache purgeSharedTextureCache];
[super dealloc];
}
Should I just keep adding them and removing them?
E.G.
-(void)buttons:(CGPoint)touchLocation
{
if (CGRectContainsPoint(leftB.boundingBox, touchLocation) && tapP == YES && paused == NO) {
if (count == 1)
{
_p = [CCSprite spriteWithSpriteFrameName:#"p1.png"];
[pspriteSheet addChild:_p];
count = 2;
_p.position = ccp(240, 215);
}
if (CGRectContainsPoint(rightB.boundingBox, touchLocation) && tapP == YES && paused == NO) {
if (count == 2)
{
[pspriteSheet removeChild:_p cleanup:YES];
_p = [CCSprite spriteWithSpriteFrameName:#"p2.png"];
_p.position = ccp(240, 215);
[pspriteSheet addChild:_p];
count = 3;
}
}
Here is where the "buttons" method is called
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
CGPoint touchLocation = [self convertTouchToNodeSpace:touch];
[self buttons:touchLocation];
return TRUE;
}

Since it is using spriteframe, you can use setDisplay frame:
CCSpriteFrame* frame = [[CCSpriteFrameCache sharedSpriteFrameCache]spriteFrameByName:#"spr1.png"];
[mySprite setDisplayFrame:frame];
This would save up memory instead of always adding and removing..

Related

Cocos2d Input layer only recieves touches on top of a sprite

I'm building a game with Cocos2d for iPhone, and right now I'm trying to get Touch input working. I've enabled touch response on an independent control layer in a multi-layer scene, and it's working fine - except it ONLY fires the touch methods if the touch was on top the sprite that I have on a separate layer(the separate layer is actually just a node). I don't have any other on-screen content aside from that sprite.
here's my control Layer implementation:
#import "ControlLayer2.h"
extern int CONTROL_LAYER_TAG;
#implementation ControlLayer2
+(void)ControlLayer2WithParentNode:(CCNode *)parentNode{
ControlLayer2 *control = [[self alloc] init];
[parentNode addChild:control z:0 tag:CONTROL_LAYER_TAG];
}
-(id)init{
if (self=[super init]){
[[[CCDirector sharedDirector]touchDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:YES];
}
return self;
}
-(BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event{
CCLOG(#"touchbegan");
return YES;
}
#end
and here's the layer with the child node that has a sprite inside it:
extern int PLAYER_LAYER_TAG;
int PLAYER_TAG = 1;
#implementation PlayerLayer
//reduces initializing and adding to the gamescene to one line for ease of use
+(void)PlayerLayerWithParentNode:(CCNode *)parentNode{
PlayerLayer *layer = [[PlayerLayer alloc] init];
[parentNode addChild:layer z:1 tag:PLAYER_LAYER_TAG];
}
-(id)init{
if(self = [super init]){
//add the player to the layer, know what I'm sayer(ing)?
[Player playerWithParentNode:self];
}
return self;
}
#end
and finally, the scene that contains them both:
int PLAYER_LAYER_TAG = 1;
int CONTROL_LAYER_TAG = 2;
#implementation GameScene
+(id)scene{
CCScene *scene = [CCScene node];
CCLayer *layer = [GameScene node];
[scene addChild:layer z:0 tag:0];
return scene;
}
-(id)init{
if(self = [super init]){
//[[[CCDirector sharedDirector]touchDispatcher] addTargetedDelegate:[self getChildByTag:0] priority:0 swallowsTouches:YES];
//add the player layer to the game scene (this contains the player sprite)
[ControlLayer2 ControlLayer2WithParentNode:self];
[PlayerLayer PlayerLayerWithParentNode:self];
}
return self;
}
#end
how can I make it so that the control layer responds to ALL touch input?
In init method add this code.
self.touchEnabled = YES;
And use this ccTouchesBegan
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *myTouch = [touches anyObject];
CGPoint location = [myTouch locationInView:[myTouch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
//handle touch
}
Remove this line in your code:
[[[CCDirector sharedDirector]touchDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:YES];
UPDATE: HERE IS FULL CODE

cocos2d v2 scale my background

i have install cocos2d v2.0, and i am working a little on it, to see what changed against v1, i have create a simple cocos2d + box2d project, and i run it and all work fine, i have deleted the IntroLayer and the Helloworld Layer, i have tried to display a simple background layer, so i have do this:
#import <Foundation/Foundation.h>
#import "cocos2d.h"
#interface BackgroundLayer : CCLayer
#end
#import "BackgroundLayer.h"
#implementation BackgroundLayer
-(id)init {
self = [super init];
if (self != nil) {
CCSprite *backgroundImage = [CCSprite spriteWithFile:#"background.png"];
CGSize screenSize = [[CCDirector sharedDirector] winSize];
backgroundImage.position = ccp(screenSize.width/2, screenSize.height/2);
[self addChild:backgroundImage z:0 tag:0];
}
return self;
}
#end
#import <Foundation/Foundation.h>
#import "cocos2d.h"
#import "BackgroundLayer.h"
#interface GameScene : CCScene
#end
#import "GameScene.h"
#implementation GameScene
-(id)init {
self = [super init];
if (self != nil) {
BackgroundLayer *backgroundLayer = [BackgroundLayer node];
[self addChild:backgroundLayer z:0];
}
return self;
}
#end
and then in the app delegate i have changed this:
[director_ pushScene: [IntroLayer scene]];
in this:
[director_ pushScene: [GameScene node]];
but the seem scaled of the 0.5, i have created the hd and the not hd image, for retina and not retina, what i wrong? this is the result:
http://img706.imageshack.us/img706/4778/schermata072456124alle1.png
EDIT:
if i change the BackgroundLayer.m in this way, all work fine:
#implementation BackgroundLayer
/*-(id)init {
self = [super init];
if (self != nil) {
CCSprite *backgroundImage = [CCSprite spriteWithFile:#"background.png"];
CGSize screenSize = [[CCDirector sharedDirector] winSize];
backgroundImage.position = ccp(screenSize.width/2, screenSize.height/2);
[self addChild:backgroundImage z:0 tag:0];
}
return self;
}*/
-(void) onEnter
{
[super onEnter];
CCSprite *backgroundImage = [CCSprite spriteWithFile:#"background.png"];
CGSize screenSize = [[CCDirector sharedDirector] winSize];
backgroundImage.position = ccp(screenSize.width/2, screenSize.height/2);
[self addChild:backgroundImage z:0 tag:0];
}
#end
anyone can explain me why? i remember that in the old version of cocos2d i can add the layer in the init method...
Use this style, worked in cocos2d 2.0 also.
#interface GameScene : CCLayer
{
}
+(CCScene *) scene;
#end
#import "GameScene.h"
#implementation GameScene
+(CCScene *) scene
{
// 'scene' is an autorelease object.
CCScene *scene = [CCScene node];
// 'layer' is an autorelease object.
GameScene *gameScenelayer = [GameScene node];
// add layer as a child to scene
[scene addChild: gameScenelayer];
// return the scene
return scene;
}
-(id)init {
self = [super init];
if (self != nil) {
CCSprite *backgroundImage = [CCSprite spriteWithFile:#"background.png"];
CGSize screenSize = [[CCDirector sharedDirector] winSize];
backgroundImage.position = ccp(screenSize.width/2, screenSize.height/2);
[self addChild:backgroundImage z:0 tag:0];
}
return self;
}
#end
//Call this
[director_ pushScene: [GameScene scene]];

Adding a game over scene

I want to add this game over scene to this game that I am trying to do for my homework, and I seem to not have it where if you kill the target the game over scene will pop up. I tried putting my code in every line and see if it will finally work but no it didn't. So now I have to ask for some help.
. m file
- (void)addTarget10 {
Boss *target10 = nil;
if ((arc4random() % 2) == 0) {{
target10 = [WeakAndFastBoss9 boss9];
}} else {
target10 = [WeakAndFastBoss9 boss9];
}
[[SimpleAudioEngine sharedEngine] playEffect:#"lastboss.mp3"];
// Determine where to spawn the target along the Y axis
CGSize winSize = [[CCDirector sharedDirector] winSize];
int minY = target10.contentSize.height/2;
int maxY = winSize.height - target10.contentSize.height/2;
int rangeY = maxY - minY;
int actualY = (arc4random() % rangeY) + minY;
// Create the target slightly off-screen along the right edge,
// and along a random position along the Y axis as calculated above
target10.position = ccp(winSize.width + (target10.contentSize.width/2), actualY);
[self addChild:target10 ];
// Determine speed of the target
int minDuration = target10.minMoveDuration;
int maxDuration = target10.maxMoveDuration;
int rangeDuration = maxDuration - minDuration;
int actualDuration = (arc4random() % rangeDuration) + minDuration;
// Create the actions
id actionMove = [CCMoveTo actionWithDuration:actualDuration position:ccp(- target10.contentSize.width/2, actualY)];
id actionMoveDone = [CCCallFuncN actionWithTarget:self
selector:#selector(spriteMoveFinished9:)];
[target10 runAction:[CCSequence actions:actionMove, actionMoveDone, nil]];
target10.tag = 1;
[_targets addObject:target10];
}
-(void)gameLogicboss9:(ccTime)dt {
[self unschedule:_cmd];
[self addTarget10];
}
- (void)updateboss9:(ccTime)dt {
CGRect projectileRect = CGRectMake(projectile.position.x - (projectile.contentSize.width/2),
projectile.position.y - (projectile.contentSize.height/2),
projectile.contentSize.width,
projectile.contentSize.height);
BOOL bossHit = FALSE;
NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init];
for (CCSprite *target1 in _targets) {
CGRect target1Rect = CGRectMake(target1.position.x - (target1.contentSize.width/2),
target1.position.y - (target1.contentSize.height/2),
target1.contentSize.width,
target1.contentSize.height);
if (CGRectIntersectsRect(projectileRect, target1Rect)) {
[targetsToDelete addObject:target1];
bossHit = TRUE;
Boss *boss = (Boss *)target1;
boss.hp--;
if (boss.hp <= 0 ) {
[targetsToDelete addObject:target1];
}
break;
}
}
for (CCSprite *target in targetsToDelete) {
[_targets removeObject:target];
[self removeChild:target cleanup:YES];
_projectilesDestroyed++;
if (_projectilesDestroyed > 2) {
}
}
if (bossHit) {
//[projectilesToDelete addObject:projectile];
}
[targetsToDelete release];
}
-(void)spriteMoveFinishedboss9:(id)sender {
CCSprite *sprite = (CCSprite *)sender;
[self removeChild:sprite cleanup:YES];
if (sprite.tag == 1) { // target
[_targets removeObject:sprite];
} else if (sprite.tag == 2) { // projectile
[_projectiles removeObject:sprite];
} }
This the game over scene I want to add when target 10/ boss 9 is killed
GameOverScene *gameOverScene = [GameOverScene node];
[gameOverScene.layer.label setString:#"You Lose"];
[[CCDirector sharedDirector] replaceScene:gameOverScene];
Right now my other game over scene is when the sprite is moved passed screen.If you need me to answer any questions feel free to ask.
For scene replace you try this for your game code..
First Add this code to your GameOverScene class
+(CCScene *) scene
{
// 'scene' is an autorelease object.
CCScene *scene = [CCScene node];
// 'layer' is an autorelease object.
GameOverScene *layer = [GameOverScene node];
// add layer as a child to scene
[scene addChild: layer];
// return the scene
return scene;
}
Make your GameOverClass is subclass of CCLayer,
Than when You want to change scene do this
[[CCDirector sharedDirector] replaceScene:[GameOverScene scene]];
Ok, so you have to create a new scene. This can simple be done using File->New File and make it a subclass of NSObject. You then change the subclass to an CCLayer. As a test, you can just copy your code from the hello world layer. Next, just import the new class in your helloworld layer class and create a instance of it. Then in a method use [[CCDirector sharedDirector] replaceScene:sceneName];
You can use this site for more info, its very helpful, just read through it and you will find your answer:http://www.raywenderlich.com/352/how-to-make-a-simple-iphone-game-with-cocos2d-tutorial

Determine if Sprite Rotated 360 Degrees - Cocos2d

I have a sprite that rotates with touch. I need to be able to determine if it has rotated 360 degrees 3 times. Is there any way to tell?
Here is what I have so far
#import <Foundation/Foundation.h>
#import "cocos2d.h"
#import "GameScene.h"
#interface G : CCLayer {
CCSprite *g;
CGFloat gRotation;
}
#end
------------------------------------------
#import "G.h"
#implementation G
-(id) init
{
if ((self = [super init]))
{
CCLOG(#"%#: %#", NSStringFromSelector(_cmd), self);
g = [CCSprite spriteWithFile:#"g.png"];
[self addChild:g z:-1];
}
return self;
}
- (void)update:(ccTime)delta
{
g.rotation = gRotation;
}
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
}
- (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint firstLocation = [touch previousLocationInView:[touch view]];
CGPoint location = [touch locationInView:[touch view]];
CGPoint touchingPoint = [[CCDirector sharedDirector] convertToGL:location];
CGPoint firstTouchingPoint = [[CCDirector sharedDirector] convertToGL:firstLocation];
CGPoint firstVector = ccpSub(firstTouchingPoint, g.position);
CGFloat firstRotateAngle = -ccpToAngle(firstVector);
CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle);
CGPoint vector = ccpSub(touchingPoint, g.position);
CGFloat rotateAngle = -ccpToAngle(vector);
CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle);
gRotation += currentTouch - previousTouch;
}
- (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
}
- (void) dealloc
{
CCLOG(#"%#: %#", NSStringFromSelector(_cmd), self);
[super dealloc];
}
#end
GameScene
#import "GameScene.h"
#import "MainMenu.h"
#import "G.h"
#implementation GameScene
+(CCScene *) scene
{
CCScene *scene = [CCScene node];
GameScene *layer = [GameScene node];
[scene addChild: layer];
return scene;
}
-(void) tapG: (id) sender
{
G *gView;
gView = [[G alloc] init];
gView.position = ccp(100, 100);
[self.parent addChild:gView z:1001];
[gView scheduleUpdate];
[gView release];
}
-(id) init
{
if ((self = [super init]))
{
tG = [CCMenuItemImage itemFromNormalImage:#"tp.png" selectedImage:#"tp.png" disabledImage:#"tpaperd.png" target:self selector:#selector(tapG:)];
gt = [CCMenu menuWithItems:tG, nil];
gt.position = ccp(210, 80);
[gt alignItemsHorizontallyWithPadding:10];
[self addChild:gt z:0];
}
return self;
}
- (void) dealloc
{
CCLOG(#"%#: %#", NSStringFromSelector(_cmd), self);
[super dealloc];
}
Can anyone help? Thanks in advance
cocos2d can take rotations more than 360. but if your going left and right then its a bit more complicated than just checking if sprite.rotation == 1080. if the rotation is happening on your touchesMoved method then what you should do is that you should record your highest rotation (rotation in right maybe) and lowest rotation (the other way) and then the difference should be bigger than 360*3. so add 2 class vars to your G layer float maxRot,minRot;
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
maxRot = mySprite.rotation; // here you set the ivars to defaults.
minRot = mySprite.rotation; // im setting them to your sprite initial rotation
} // incase it is not 0
at the end of your touchesMoved method you check for your conditions:
if (mySprite.rotation > maxRot)
maxRot = mySprite.rotation;
else if (mysprite.rotation < minRot)
minRot = mySprite.rotation;
if ((maxRot - minRot) >= (360*3)) {
// your condition is satisfied
}
i havent tested this so it could be just wrong.. but its worth a shot
EDIT:
the code above will not work unless the rotations are happening in the same direction.. it wont work for your right, left, right condition. I guess one way is to track the direction of your rotation in touchesMoved. so again youll need class vars
int numOfRots;
float previousRot, currentRot, accumRot;
BOOL isPositive, isPreviousPositive;
your touches methods:
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
previousRot = mySprite.rotation;
currentRot = mySprite.rotation;
accumRot = 0;
numOfRots = 0;
isPositive = NO;
isPreviousPositive = NO;
}
at the end of touchesMoved you will have the following:
currentRot = mySprite.rotation;
if (currentRot > previousRot)
isPositive = YES;
else
isPositive = NO;
if (isPositive != isPreviousPositive) {
// now we have a change in direction, reset the vars
accumRot = 0;
}
if (isPositive) {
accumRot += abs(currentRot - previousRot);
}
else {
accumRot += abs(previousRot - currentRot);
}
if (accumRot >= 360) {
//now we have one rotation in any direction.
numOfRots++;
//need to reset accumRot to check for another rot
accumRot = 0;
if (numOfRots == 3) {
//BINGO!!! now you have 3 full rotations
}
}
previousRot = currentRot;
isPreviousPositive = isPositive;
hope this helps

Schedule Update from Another Layer

I have an sprite the I need to rotate it with touch but it is located in a different layer. Is it possible to update it's position?
E.G.
Sprite has it's own layer but it's position needs to be updated within the main gamescene
here is what I have so far.
#import <Foundation/Foundation.h>
#import "cocos2d.h"
#import "GameScene.h"
#interface G : CCLayer {
CCSprite *g;
CGFloat gRotation;
}
#end
------------------------------------------
#import "G.h"
#implementation G
-(id) init
{
if ((self = [super init]))
{
CCLOG(#"%#: %#", NSStringFromSelector(_cmd), self);
g = [CCSprite spriteWithFile:#"g.png"];
[self addChild:g z:-1];
//[self scheduleUpdate];
if (g.rotation == 360)
{
[self unscheduleUpdate];
}
}
return self;
}
- (void)update:(ccTime)delta
{
g.rotation = gRotation;
}
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
}
- (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint firstLocation = [touch previousLocationInView:[touch view]];
CGPoint location = [touch locationInView:[touch view]];
CGPoint touchingPoint = [[CCDirector sharedDirector] convertToGL:location];
CGPoint firstTouchingPoint = [[CCDirector sharedDirector] convertToGL:firstLocation];
CGPoint firstVector = ccpSub(firstTouchingPoint, g.position);
CGFloat firstRotateAngle = -ccpToAngle(firstVector);
CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle);
CGPoint vector = ccpSub(touchingPoint, g.position);
CGFloat rotateAngle = -ccpToAngle(vector);
CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle);
gRotation += currentTouch - previousTouch;
}
- (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
}
- (void) dealloc
{
CCLOG(#"%#: %#", NSStringFromSelector(_cmd), self);
[super dealloc];
}
#end
GameScene
#import "GameScene.h"
#import "MainMenu.h"
#import "G.h"
#implementation GameScene
+(CCScene *) scene
{
CCScene *scene = [CCScene node];
GameScene *layer = [GameScene node];
[scene addChild: layer];
return scene;
}
-(void) tapG: (id) sender
{
G *gView;
gView = [[G alloc] init];
gView.position = ccp(100, 100);
[self.parent addChild:gView z:1001];
[gView schedule:#selector(update:)];
[gView release];
}
-(id) init
{
if ((self = [super init]))
{
tG = [CCMenuItemImage itemFromNormalImage:#"tp.png" selectedImage:#"tp.png" disabledImage:#"tpaperd.png" target:self selector:#selector(tapG:)];
gt = [CCMenu menuWithItems:tG, nil];
gt.position = ccp(210, 80);
[gt alignItemsHorizontallyWithPadding:10];
[self addChild:gt z:0];
}
return self;
}
- (void) dealloc
{
CCLOG(#"%#: %#", NSStringFromSelector(_cmd), self);
[super dealloc];
}
It brings up the sprite but the sprite does not rotate.
you can schedule updates for another layer.
are you sure your G layer is set to be touch enabled? try gView.isTouchEnabled = YES; after allocating gView. you may need to confirm to the protocol. Add <CCStandardTouchDelegate> to your CCLayer interface: #interface G : CCLayer <CCStandardTouchDelegate> { ....
also you can schedule -(void)update:(ccTime)delta method using [gView scheduleUpdate]; it will give the same result but its more convenient.