使用同一个CCSprite运行多个CCAction



我目前正在使用《Kobold2d》(cocos2d)开发一款手机游戏,但我在为一个CCSprite添加多个动画时遇到了一些麻烦。我的问题是:对于相同的CCSprite(玩家),如何用两种不同的动画来动画它。我使用的是Kobold2D 2.0.4和Xcode 4.6,对于动画,我有一个textureAtlas压缩与pvr.ccz。

我创建了一个动画助手类:
+(CCAnimation *) startFrames:(int) startFrame
                 endFrame:(int) endFrame
                frameName:(NSString *) frameName
                    delay:(float) delay
{
    NSMutableArray *frames = [NSMutableArray arrayWithCapacity:endFrame];
    CCSpriteFrameCache *sharedFrameCache = [CCSpriteFrameCache sharedSpriteFrameCache];
    for (int i = startFrame; i <= endFrame; i++) {
        CCSpriteFrame *frame = [sharedFrameCache spriteFrameByName:[NSString stringWithFormat:@"%@%i.png",frameName,i]];
        [frames addObject:frame];
    }
    return [CCAnimation animationWithSpriteFrames:frames delay:delay];
}
+(CCAnimation *) jumpPoints:(CGPoint[]) points
                startFrames:(int) startFrame
                   endFrame:(int) endFrame
                  frameName:(NSString *) frameName
                      delay:(float) delay
{
    NSMutableArray *frames = [NSMutableArray arrayWithCapacity:endFrame];
    CCSpriteFrameCache *sharedFrameCache = [CCSpriteFrameCache sharedSpriteFrameCache];
    for (int i = startFrame; i <= endFrame; i++) {
        CCSpriteFrame *frame = [sharedFrameCache spriteFrameByName:[NSString stringWithFormat:@"%@%i.png",frameName,i]];
        [frame setOffsetInPixels:points[i]];
        [frames addObject:frame];
    }
    return [CCAnimation animationWithSpriteFrames:frames delay:delay];
}

我有一个播放器类,我在其中初始化播放器并创建两个动画。在头文件中,我存储了两个CCAnimate类型变量:

CCAnimate *jump;
CCAnimate *walk;

In .m file

-(id) init
{
    if (self = [super init])
    {        
        sprite = [[Loading shareLoading] loadTempCcsprite];
        CGSize screenSize = [[CCDirector sharedDirector] winSize];
        localPostion = CGPointMake(screenSize.width, screenSize.height);
        CGPoint points[] = {CGPointMake(0, 10),CGPointMake(0, 50),CGPointMake(0, 80),
            CGPointMake(0, 10),CGPointMake(0, 0)};
        CCAnimation *animationJump = [CCAnimationHelper jumpPoints:points startFrames:0 endFrame:4 frameName:@"cactus" delay:0.10f];
        jump = [CCAnimate actionWithAnimation:animationJump];
        CCAnimation *animationWalk = [CCAnimationHelper startFrames:0 endFrame:4 frameName:@"cactus" delay:0.10f];
        walk = [CCAnimate actionWithAnimation:animationWalk];
        [self addChild:sprite];
    }
    return self;
}

最后,我有一个输入层,用户有两个跳跃键和攻击键,还有操纵杆来移动玩家。

代码如下:

-(void) update:(ccTime)delta
{
    if ([jump active])
    {
        CCAnimate *animation = [player jump];
        [player runAction:animation];
    }
    else if (joystick.velocity.x > 0)
    {
        float velocity = [joystick velocity].x * 700 * delta;
        CGPoint playerPosition = CGPointMake([player localPostion].x + velocity * delta, [player localPostion].y    );
        id animation = [player walk];
        [player runAction:animation];
        [player setLocalPostion:playerPosition];
    }
}

如果我编译这段代码,在输入层,当我按下跳跃按钮时,游戏崩溃,输出控制台说:

*断言失败-[CCActionManager addAction:target:paused:]

您试图再次运行相同的操作,而该操作仍在运行。

为了避免这种情况,总是在runAction之前调用stopAction:

[player stopAction:animation];
[player runAction:animation];

最新更新