Objective-c [Xcode] CCAnimation not working, cocos2d - objective-c

i have two animations declared in the player class, and i want to run then from another class but i can't here's my code (If you can't read it here it's on pastebin: http://pastebin.com/iy0eFMWL):
player.h
#interface Player : CCSprite {
CCAnimate *animationOllie;
CCRepeatForever *repeatNormal;
}
player.m:
#implementation Player
-(id)initWithFile:(NSString *)filename
{
if (self = [super initWithFile:filename]) {
self.velocity = ccp(0.0, 0.0);
CCAnimation *ollie = [CCAnimation animation];
[ollie setDelayPerUnit:0.05f];
[ollie addSpriteFrameWithFilename:#"ollie1.png"];
[ollie addSpriteFrameWithFilename:#"ollie2.png"];
animationOllie = [CCAnimate actionWithAnimation:ollie];
CCAnimation *normal = [CCAnimation animation];
[normal setDelayPerUnit:0.05f];
[normal addSpriteFrameWithFilename:#"normal1.png"];
[normal addSpriteFrameWithFilename:#"normal2.png"];
CCAnimate *animationNormal = [CCAnimate actionWithAnimation:normal];
repeatNormal = [CCRepeatForever actionWithAction:animationNormal];
[self runAction:repeatNormal];
}
return self;
}
-(void)animateThePlayer {
[self stopAction:repeatNormal];
[self runAction:animationOllie];
}
And in the GameScene Class:
GameScene.h:
#interface GamePlayLayer : CCLayerColor {
float yVel;
}
GameScene.m:
#import "Player.h"
#interface GamePlayLayer()
{
Player *player;
}
#end
#implementation GamePlayLayer
-(id) init
{
if( (self=[super initWithColor:ccc4(255,255,255,255)] )) {
player = [[Player alloc] initWithFile:#"normal1.png"];
[self addChild:player];
self.isTouchEnabled = YES;
player.position = ccp(85,70);
[self schedule:#selector(update:)];
}
return self;
}
-(void)update:(ccTime)dt {
if (player.position.y > 70) {
yVel -= 0.1;
}
else {
if (yVel != 5.5) {
yVel = 0;
player.position = ccp(player.position.x, 70);
}
}
player.position = ccp(player.position.x, player.position.y + yVel);
}
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
yVel = 5.5;
[player animateThePlayer];
}
And that's it, it builds fine, and everything works but when i click the layer it crashes and i get this message:
0x1df609b: movl 8(%edx), %edi Thread 1: EXC_BAD_ACCESS (code=2,
address=0xf
What can i do? Thanks in advance

The first thing - you try to use autoreleased object. animationOllie will be released after your init method.
The second mistake is that you cannot reuse actions. When you need to run action, you have to recreate it.

Related

CCLayer is null

I am trying to change the color of a CCLayerColor called bgColorLayer, however when I check to see if it is initialized it returns null. I have a color picker that calls the setBGColor: method. I know the colorpicker is calling the method and it is spitting out the correct colors. I am just at a loss as to why the bgColorLayer is null.
This is Cocos2D for Mac.
Any thoughts on why?
In my AppDelegeate method I have an IBOUTLET that is is tied to the NSColorWell
- (IBAction)colorwellBackground:(id)sender {
NSLog(#"Color Well: %#", [sender color]);
// Yes I know the sender color isn’t passing the correct value
AnimationViewerLayer * bkg = [AnimationViewerLayer alloc];
[bkg setBGColor:[sender color]];
}
AnimationViewerLayer.h
#interface AnimationViewerLayer : CCLayer
{
CCLayerColor * bgColorLayer;
}
+ (CCScene *) scene;
#end
AnimationViewLayer.m
#import "AnimationViewerLayer.h"
#implementation AnimationViewerLayer
+(CCScene *) scene
{
CCScene *scene = [CCScene node];
AnimationViewerLayer *layer = [AnimationViewerLayer node];
[scene addChild: layer];
return scene;
}
-(id) init
{
if( (self=[super init])) {
float red = 25.0 * 255;
bgColorLayer = [CCLayerColor layerWithColor:ccc4(57, 109, 58, 255)];
[self addChild:bgColorLayer z:1];
}
return self;
}
- (void) setBGColor: (ccColor3B) color{
NSLog(#"SET BG COLOR");
[bgColorLayer setColor:ccRED];
}
- (void) dealloc {
[super dealloc];
}
#end

How to add a CCsprite to layer from array

Hi guys I really need some help, I have been stuck in this part of my game for over a week now and I can't seem to get past this issue, So have look at my code below,
#import "HelloWorldLayer.h"
#import "AppDelegate.h"
#implementation HelloWorldLayer
+(CCScene *) 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];
// return the scene
return scene;
}
-(id) init
{
// always call "super" init
// Apple recommends to re-assign "self" with the "super's" return value
if( (self=[super init]) ) {
moles = [[NSMutableArray alloc] init];
winSize = [[CCDirector sharedDirector]winSize];
CCSprite *mole1 = [CCSprite spriteWithFile:#"lightsabericonblue.png"];
[self starCreateCurrentLevel:mole1];
}
return self;
}
-(void)starCreateCurrentLevel:(CCSprite *)mole1{
starCountCurrentLevel = 10;
for (int i = 0; i < starCountCurrentLevel;) {
[moles addObject:mole1];
starCountCurrentLevel--;
}
[self schedule:#selector(tryPopMoles:) interval:1];
}
- (void)tryPopMoles:(ccTime)dt {
if(moles.count != 0){
for (CCSprite *mole in moles) {
if (arc4random() % moles.count == 0) {
if (mole.numberOfRunningActions == 0) {
[self popMole:mole];
}
}
}
}else if(moles.count == 0){
NSLog(#"No More Moles To Spawn");
[self unschedule:#selector(tryPopMoles:)];
}
}
- (void) popMole:(CCSprite *)mole {
mole.position = ccp(150, 150);
[self addChild:mole];
}
- (void) dealloc
{
[moles release];
moles = nil;
[super dealloc];
}
#end
When I run this code i get the following error, * Assertion failure in -[HelloWorldLayer addChild:z:tag:], /Users/....../libs/cocos2d/CCNode.m:335.
I when i add the child in the init method its fine but I don't want to do that, I want to be able to call the try pop mole which will then call the pop mole based on if there is anymore sprites left in the array, I have a feeling I am missing something or doing something wrong.
UPDATE -
#import "HelloWorldLayer.h"
#import "AppDelegate.h"
#pragma mark - HelloWorldLayer
CGSize winSize;
int enemyX;
int enemyY;
int randomAngleY;
int randomAngleX;
int winSizeX;
int winSizeY;
int minDuration = 1;
int maxDuration = 4.0;
int rangeDuration;
int actualDuration;
int starCountCurrentLevel;
int test = 0;
#implementation HelloWorldLayer
+(CCScene *) scene
{
CCScene *scene = [CCScene node];
HelloWorldLayer *layer = [HelloWorldLayer node];
[scene addChild: layer];
return scene;
}
-(id) init
{
if( (self=[super init]) ) {
moles = [[NSMutableArray alloc] init];
winSize = [[CCDirector sharedDirector]winSize];
[self starCreateCurrentLevel];
}
return self;
}
-(void)starCreateCurrentLevel{
starCountCurrentLevel = 10;
for (int i = 0; i < starCountCurrentLevel;) {
[moles addObject:[CCSprite spriteWithFile:#"lightsabericonblue.png"]];
starCountCurrentLevel--;
}
[self schedule:#selector(tryPopMoles:) interval:3];
}
- (void)tryPopMoles:(ccTime)dt {
NSMutableArray *tempArray = [NSMutableArray arrayWithArray:moles];
for (int randomIndex = tempArray.count -1; randomIndex < tempArray.count; randomIndex--) {
CCSprite * sprite = (CCSprite *)[tempArray objectAtIndex:randomIndex];
//CCSprite *sprite = [tempArray objectAtIndex:randomIndex];
[self popMole:sprite];
NSLog(#"Enemy Added");
[tempArray removeObject:sprite];
}
if([tempArray count] == 0){
NSLog(#"No More Moles To Spawn");
[self unschedule:#selector(tryPopMoles:)];
}
}
- (void) popMole:(CCSprite *)sprite {
winSizeX = winSize.width - sprite.contentSize.width + 25;
winSizeY = winSize.height - 25 - sprite.contentSize.height + 17;
randomAngleX = arc4random() % winSizeX;
randomAngleY = arc4random() % winSizeY;
enemyX = arc4random() % winSizeX ;
enemyY = arc4random() % winSizeY;
rangeDuration = maxDuration - minDuration;
actualDuration = (arc4random() % rangeDuration) + minDuration;
sprite.position = ccp(enemyX, enemyY);
[self addChild:sprite];
}
- (void) dealloc
{
[moles release];
moles = nil;
[super dealloc];
}
#end
You're only creating the sprite once, but trying to add it several times. (Remember, these are pointers to objects, so you're always referring to exactly the same sprite.) If you want 10 versions of the same sprite (at different positions, scales, speeds, whatever), you'll need to create the sprite (via the creator method) 10 times. You can do a copy on the original one, or just create it on the fly:
-(void)starCreateCurrentLevel:(CCSprite *)mole1{
starCountCurrentLevel = 10;
for (int i = 0; i < starCountCurrentLevel;) {
//[moles addObject:mole1];
// ^^ You're adding the same sprite (meaning same pointer reference) again and again. Try this instead:
[moles addObject:[CCSprite spriteWithFile:#"lightsabericonblue.png"]];
starCountCurrentLevel--;
}
Of course, now you don't need to pass mole1 into your method. You may (depending on your need) consider passing in a spriteFrameName or something.

What is the proper way to implement animation in a CCSprite subclass?

in my game I made a subclass of CCSprite (cocos2d) for my enemies.
Because I want control over animation, from within every instance of this subclass, I had to translate my animation code in my main class, which loads
the enemies, to this subclass.
I found this rather hard but.... after some time it magically started to work.
Unfortunately after creating and setting properties in this subclass I started to have weird crashes. Because they are in cocosDenshion and other places which have nothing to do with my
enemy class and after a research in depth in my code and on the net, I'm convinced its some kind of data corruption and I'm almost completely certain its because I did my enemie class with his animation code completely the wrong way.
To be honest, I cannot even wrap my mind around what is going on here anymore and how this actually works :S...I'm completely stuck. any help is much appreciated!
So my main questions would be: What is the proper way to implement animation in a CCSprite subclass ? / what am I doing wrong here?
simplified my code here: (it triggers the animation every 2 seconds to show how I want
to use it)
#import "cocos2d.h"
#interface Npc : CCSprite
{
CCAction *_runAnimation;
NSString* name;
int strength;
}
#property (nonatomic, retain) CCAction *runAnimation;
#property int strength;
#property (nonatomic, retain) NSString* name;
- (Npc*)loadAnimation;
- (void)animate;
#end
#import "Npc.h"
#implementation Npc
#synthesize runAnimation = _runAnimation;
#synthesize name;
#synthesize strength;
-(id) initWithTexture:(CCTexture2D*)texture rect:(CGRect)rect
{
if( (self=[super initWithTexture:texture rect:rect]))
{
}
return self;
}
- (Npc*)loadAnimation
{
int lastFrame = 11;
NSString *creatureFile = #"vis 1";
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:
[NSString stringWithFormat:#"%#.plist", creatureFile]];
CCSpriteBatchNode* sheet = [CCSpriteBatchNode batchNodeWithFile:
[NSString stringWithFormat:#"%#.png", creatureFile]];
self = [Npc spriteWithTexture:sheet.texture];
NSMutableArray* animFrames = [[NSMutableArray alloc] init];
for (int x = 0; x < lastFrame; x++)
{
[animFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:#"%# %d.png", creatureFile, x]]];
}
CCAnimation* anim = [CCAnimation animationWithFrames: animFrames delay: 0.1];
self.runAnimation = [CCAnimate actionWithAnimation:anim restoreOriginalFrame:NO];
[self runAction:_runAnimation];
return self;
}
- (void)animate
{
[self runAction:self.runAnimation];
}
- (void)dealloc
{
[super dealloc];
[name release];
}
#end
#import "HelloWorldLayer.h"
#import "Npc.h"
#implementation HelloWorldLayer
+(CCScene *) scene
{
CCScene *scene = [CCScene node];
HelloWorldLayer *layer = [HelloWorldLayer node];
[scene addChild: layer];
return scene;
}
-(id) init
{
if( (self=[super init]))
{
timer = 0;
creatureTemp = [Npc spriteWithFile:#"Icon.png"];
creature = [creatureTemp loadAnimation];
creature.position = ccp(100,100);
[self addChild:creature];
[self schedule:#selector(nextFrame:)];
}
return self;
}
- (void)nextFrame:(ccTime)dt
{
timer += dt;
if (timer > 2.)
{
[creature animate];
timer = 0.;
}
}
- (void) dealloc
{
[super dealloc];
}
#end
-------------------EDIT--------------------
I changed my code with help of a tutorial by Ray Wenderlich: http://www.raywenderlich.com/3888/how-to-create-a-game-like-tiny-wings-part-1
this is I think much closer to what it should be. Unfortunately it still crashes on my iphone (not the simulator) on SimpleAudioEngine (which I implement right) so I still do something wrong.
on top of the Npc class:
#synthesize batchNode = _batchNode;
the init of the Npc class:
-(id) initNpc
{
if( (self=[super initWithSpriteFrameName:#"vis 1 0.png"]))
{
_normalAnim = [[CCAnimation alloc] init];
NSMutableArray* animFrames = [[NSMutableArray alloc] init];
int lastFrame = 11;
for (int x = 0; x < lastFrame; x++)
{
[animFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:#"vis 1 %d.png", x]]];
}
_normalAnim = [CCAnimation animationWithFrames: animFrames delay: 0.1];
self.runAnimation = [CCAnimate actionWithAnimation:_normalAnim restoreOriginalFrame:NO];
}
return self;
}
and the init of the HelloWorldLayer
-(id) init
{
if( (self=[super init]))
{
timer = 0;
_batchNode = [CCSpriteBatchNode batchNodeWithFile:#"vis 1.png"];
[self addChild:_batchNode];
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"vis 1.plist"];
creature = [[[Npc alloc] initNpc] autorelease];
creature.position = ccp(200,200);
[_batchNode addChild:creature];
[self schedule:#selector(nextFrame:)];
[[SimpleAudioEngine sharedEngine] preloadEffect:#"super1.mp3"];
}
return self;
}
You're reassigning self in loadAnimation:
self = [Npc spriteWithTexture:sheet.texture];
At that point I stopped reading the code. Since self already is an instance of the Npc class you have to ask yourself why you're doing this in an Npc instance method like loadAnimation.
So, I got it....here is the code:
Npc.h:
#import "cocos2d.h"
#interface Npc : CCSprite
{
CCAction *_runAnimation;
CCAnimation *_normalAnim;
CCAnimate *_normalAnimate;
}
#property (nonatomic, retain) CCAction *runAnimation;
- (void)animate;
- (id)initNpc;
#end
Npc.m
#synthesize runAnimation = _runAnimation;
#synthesize batchNode = _batchNode;
-(id) initNpc
{
if( (self=[super initWithSpriteFrameName:#"vis 1 0.png"]))
{
_normalAnim = [[CCAnimation alloc] init];
NSMutableArray* animFrames = [[NSMutableArray alloc] init];
int lastFrame = 7;
for (int x = 0; x < lastFrame; x++)
{
[animFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:#"vis 1 %d.png", x]]];
}
_normalAnim = [CCAnimation animationWithFrames: animFrames delay: 0.1];
self.runAnimation = [CCAnimate actionWithAnimation:_normalAnim restoreOriginalFrame:NO];
}
return self;
}
- (void)animate
{
[self runAction:_runAnimation];
}
in the HelloWorldLayer.m
-(id) init
{
if( (self=[super init]))
{
_batchNode = [CCSpriteBatchNode batchNodeWithFile:#"vis 1.png"];
[self addChild:_batchNode];
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"vis 1.plist"];
timer = 0;
creature = [[[Npc alloc] initNpc] autorelease];
creature.position = ccp(200,200);
[_batchNode addChild:creature];
[self schedule:#selector(nextFrame:)];
}
return self;
}
- (void)nextFrame:(ccTime)dt
{
timer += dt;
if (timer > 2.)
{
[creature animate];
timer = 0.;
}
}
And about the weird crashes in cocosDenshion. That is also solved...it turned out to be a known bug in SimpleAudioEngine where it threw exceptions only when I had an exception breakpoint active. Workaround: made a class for my sound and if I need a exception breakpoint, I comment out the sound...
-- have to say, I do would prefer the:
_batchNode = [CCSpriteBatchNode batchNodeWithFile:#"vis 1.png"];
[self addChild:_batchNode];
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"vis 1.plist"];
inside the Npc class, but that is too advanced oop for me. If anybody knows that, let me know...would be great to know actually, to understand oop better.
But it is not strictly necessary...

tapAtPoint on UIWebView subclass

I have subclassed UIWebView so that I can get touch events and also implemented this handy method. I'm curious, if this will work on an actual iOS device. I'm not at the office, so I don't know if does. It seems to work in the simulator.
- (void) tapAtPoint:(CGPoint)point
{
id /*UIWebBrowserView*/ webBrowserView = nil;
id webViewInternal = nil;
object_getInstanceVariable(self, "_internal", (void **)&webViewInternal);
object_getInstanceVariable(webViewInternal, "browserView", (void **)&webBrowserView);
if (webBrowserView) {
[webBrowserView tapInteractionWithLocation:point];
}
}
Has anyone tried something like this? I for sure find out in the morning, lol.
Please try this code, Here its working fine.
/* TapDetectingWindow.m */
#import "TapDetectingWindow.h"
#implementation TapDetectingWindow
#synthesize viewToObserve;
#synthesize controllerThatObserves;
- (id)initWithViewToObserver:(UIView *)view andDelegate:(id)delegate {
if(self == [super init]) {
self.viewToObserve = view;
self.controllerThatObserves = delegate;
}
return self;
}
- (void)dealloc {
[viewToObserve release];
[super dealloc];
}
- (void)forwardTap:(id)touch {
[controllerThatObserves userDidTapWebView:touch];
}
- (void)sendEvent:(UIEvent *)event {
[super sendEvent:event];
if (viewToObserve == nil || controllerThatObserves == nil)
return;
NSSet *touches = [event allTouches];
if (touches.count != 1)
return;
UITouch *touch = touches.anyObject;
if (touch.phase != UITouchPhaseEnded)
return;
if ([touch.view isDescendantOfView:viewToObserve] == NO)
return;
CGPoint tapPoint = [touch locationInView:viewToObserve];
NSLog(#"TapPoint = %f, %f", tapPoint.x, tapPoint.y);
NSArray *pointArray = [NSArray arrayWithObjects:[NSString stringWithFormat:#"%f", tapPoint.x],
[NSString stringWithFormat:#"%f", tapPoint.y], nil];
if (touch.tapCount == 1) {
[self performSelector:#selector(forwardTapwithObject:pointArray afterDelay:0.5];
}
else if (touch.tapCount > 1) {
[NSObject cancelPreviousPerformRequestsWithTarget:self selector:#selector(forwardTap  object:pointArray];
}
}
#end
/* WebViewController.h */
#interface WebViewController : UIViewController<TapDetectingWindowDelegate> {
IBOutlet UIWebView *mHtmlViewer;
TapDetectingWindow *mWindow;
}
/* WebViewController.m */
- (void)viewDidLoad {
[super viewDidLoad];
mWindow = (TapDetectingWindow *)[[UIApplication sharedApplication].windows objectAtIndex:0];
mWindow.viewToObserve = mHtmlViewer;
mWindow.controllerThatObserves = self;
}
- (void)userDidTapWebView:(id)tapPoint
{
NSLog(#"TapPoint = %f, %f", tapPoint.x, tapPoint.y);
}
Thanks, Let me know if you face any problems.
short answer: Yes, I tried something like this in the same way and it works on the real devices as well (tested with iOS 6).
ARC version of your method:
- (void) tapAtPoint:(CGPoint)point
{
Ivar internalWebViewIvar = class_getInstanceVariable([self class], "_internal");
id internalWebView = object_getIvar(self, internalWebViewIvar);
Ivar browserViewIvar = class_getInstanceVariable(object_getClass(internalWebView), "browserView");
id browserView = object_getIvar(internalWebView, browserViewIvar);
if (browserView) {
[browserView performSelector:#selector(tapInteractionWithLocation:) withObject:[NSValue valueWithCGPoint:point]];
}
}

Updating my HUD class through a SceneManager class

I'm doing an iPhone app (game) for University. I'm accessing the HUD class so I can update a label when progress is made through the game. Have I got a bad architecture to do this? Or how can I do it?
HUD Class
#implementation HUD
#synthesize statBar;
#synthesize levelText;
#synthesize label;
#synthesize level;
- (id) init {
if((self = [super init])) {
CGSize winSize = [[CCDirector sharedDirector] winSize];
statBar = [CCSprite spriteWithFile:#"statbar.png"];
statBar.position = ccp(winSize.width/2, winSize.height-10);
levelText = [self createLevelText:10]; // testing purposes
levelText.position = ccp(((winSize.width)-(winSize.width)+20), winSize.height-10);
levelText.color = ccBLACK;
[self addChild:statBar];
[self addChild:levelText];
}
return self; // shouldnt reach this
}
- (CCLabelTTF *) createLevelText:(int)levelNo {
level = [NSString stringWithFormat:#"LVL: %d", levelNo];
label = [CCLabelTTF labelWithString:(NSString*) level fontName:#"CharlemagneStd-Bold.otf" fontSize:10];
//[label setString:(NSString *) level];
return label;
}
#end
ScreenManager Class (Relevant Code)
CCLayer *hudLayer;
int hudTag;
+(void) goPlay
{
hudLayer = [HUD node];
CCLayer *playLayer = [PlayLayer node];
hudTag = playLayer.tag;
[SceneManager goWithHud: playLayer: hudLayer: hudTag];
}
+ (CCScene *) goWithHud:(CCLayer *) playLayer:(CCLayer *) hudLayer:(int)hudTag
{
CCDirector *director = [CCDirector sharedDirector];
CCScene *newScene = [CCScene node];
[newScene addChild: playLayer];
[newScene addChild: hudLayer z:0 tag:hudTag];
if([director runningScene])
[director replaceScene:newScene];
else
[director runWithScene:newScene];
return newScene;
}
+(void)setScoreString:(int *)levelNo:(CCLayer *) hudLayer
{
NSString *string = [NSString stringWithFormat:#"LVL: %d", levelNo];
hudLayer.levelText = string;
}
-(void)updateScore
{
HUD *obj = (HUD *)[self getChildByTag:hudTag];
[obj setScoreString:#"100"];
}