因此,我试图将Cocos2D示例中的EaseActionsTest示例中的alterTime方法实现到我的游戏中。

我正在尝试将这种想法应用到我的游戏中,以为游戏创建冻结时间类型的通电。我用CCMenu设置了一个单独的HUDLayer,将小行星的CCSpeed更改为0以停止移动。我已经设置了CCLog以确保正在调用我的freezeTime方法,但是确实如此,但是小行星的CCSpeed仍然不受影响。这是我的代码,更加清晰。

HUDLayer.h

#import "ActionLayer.h"

@interface HUDLayer : CCLayer {
    GameObject *asteroid;
}

-(void)freezeTime:(ccTime)dt;


HUDLayer.mm

-(void)freezeTime:(ccTime)dt
{
    id action = [asteroid getActionByTag:kTagAsteroidAction];
    [action setSpeed:0.0f];
    CCLOG(@"Freeze!");
}

-(void)createPowerUpButtons
{
    CGSize winSize = [CCDirector sharedDirector].winSize;
    CCSprite *freeze = [CCSprite spriteWithSpriteFrameName:@"powerup.png"];
    CCMenuItem *freezeButton = [CCMenuItemImage itemFromNormalSprite:freeze selectedSprite:nil target:self selector:@selector(freezeTime)];

    CCMenu *powerUpMenu = [CCMenu menuWithItems:freezeButton, nil];
    powerUpMenu.position = ccp(winSize.width * 0.5, winSize.height * 0.1);
    [self addChild:powerUpMenu];
}

-(id)init
{
    if( (self = [super init]) )
    {
        [self createPowerUpButtons];
    }
    return self;
}


ActionLayer.h

#import "HUDLayer.h"
#import "GameObject.h"

enum Actions
{
    kTagAsteroidAction = 1
};
@interface ActionLayer : CCLayer
{
    GameObject *asteroid;
}


动作层

-(void)updateAsteroids:(ccTime)dt
{
    // ---------------------------------------------
    //  Code to set random sizes and speeds for the asteroids from the array...
    // ---------------------------------------------

        // Move it offscreen to the left, and when it's done, call removeNode
        id action = [CCSequence actions:
                     [CCMoveBy actionWithDuration:randDuration position:ccp(-winSize.width - asteroid.contentSize.width, 0)],
                     [CCCallFuncN actionWithTarget:self selector:@selector(invisNode:)], nil];
        [action setTag:kTagAsteroidAction];

        [asteroid runAction:[CCSpeed actionWithAction:action speed:1.0f]];

        [self schedule:@selector(freezeTime:) interval:1.0f];
    }
}

-(void)update:(ccTime)dt
{
    [self updateAsteroids:dt];
}


我尝试尽可能地接近EaseActionsTest示例,但是在启动时始终出现此错误:

'+[NSInvocation invocationWithMethodSignature:]: method signature argument cannot be nil'


我认为是因为-(void)freezeTime:(ccTime)dt,因为在此之前,我本来只是尝试使用-(void)freezeTime;。我会收到在FrozenTime方法中设置的CCLog,看到它正在被调用,但是小行星的速度没有受到影响。

另外,我尝试了:

-(void)freezeTime
{
    id action = [asteroid getActionByTag:kTagAsteroidAction];
    [action setSpeed:0.1f];
    CCLOG(@"Freeze!");
}

-(id)init
{
    if( (self = [super init]) )
    {
        [self freezeTime];
    }
    return self;
}


我只是注意到这里的速度也不受影响。

关于我可以做些什么的任何想法?任何有用的想法总是很感激!

最佳答案

嗯...我认为当您决定对小行星进行操作时,存在一个错误。动作应该随着时间的推移而起作用,通常您需要运行一次动作,然后等待动作完成。我看到您在每个小行星上都在向小行星添加动作,这可能是问题所在。我将更改函数的名称以及其调用的次数。

-(void)createAsteroidMovement: (GameObject*) asteroid
{
    // ---------------------------------------------
    //  Code to set random sizes and speeds for the asteroids from the array...
    // ---------------------------------------------

        // Move it offscreen to the left, and when it's done, call removeNode
        id action = [CCSequence actions:
                     [CCMoveBy actionWithDuration:randDuration position:ccp(-winSize.width - asteroid.contentSize.width, 0)],
                 [CCCallFuncN actionWithTarget:self selector:@selector(invisNode:)], nil];
        [action setTag:kTagAsteroidAction];

        [asteroid runAction:[CCSpeed actionWithAction:action speed:1.0f]];

        [self schedule:@selector(freezeTime:) interval:1.0f];
    }
}

-(void)update:(ccTime)dt
{
     if (!_createdAsteroidMovement)
     {
         [self createAsteroidMovement: asteroid];
         _createdAsteroidMovement = true;
     }
}

关于ios - 从其他类别更改CCSpeed行动?,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/9848047/

10-13 06:00