COCOS2D动画不显示精灵表



我的游戏发生了一些奇怪的错误。任何人都可以帮助我解决这个问题。我有一个跑步者游戏,而英雄在跑步时收集硬币,当英雄触摸硬币时,现在我展示了在粒子制造商的帮助下产生的粒子效应,而且工作正常。但是最后一天,我购买了一个软件,它给了我们非常好的粒子效果,但它只能导出为pngs。因此,我制作了精灵表,而不是以前的粒子动画,而是将其放在接触侦听器代码上,以显示英雄触摸硬币时的效果。不幸的是,它没有显示任何东西。这是我以前的代码:

-(void) checkHeroAndCoins {
float fDelta = 0;
if(m_hero->m_bMagnet)
    fDelta = iDevPixelX(30);
for(Coin *coin in m_drawLayer.children){
    if([coin isKindOfClass:[Coin class]]){
        CGRect rCoin = CGRectMake(coin.position.x - coin.contentSize.width * coin.scaleX / 2.0f - fDelta,
                                  coin.position.y - coin.contentSize.height * coin.scaleY / 2.0f - fDelta,
                                  coin.contentSize.width * coin.scaleX + fDelta * 2, coin.contentSize.height * coin.scaleY + fDelta * 2);
        CGRect rHero = CGRectMake(m_hero.position.x - m_hero.contentSize.width * m_hero.scaleX / 2.0f, m_hero.position.y, m_hero.contentSize.width * m_hero.scaleX, m_hero.contentSize.height * m_hero.scaleY);
        if(CGRectIntersectsRect(rCoin, rHero)){
            coin.tag = DELETED_TAG;
            g_nCoin++;
            [[AppDelegate getDelegate] playSystemEffect:E_COIN];
// this below code is to show the particle effect and its working perfect
              CCParticleSystem *effect = [ARCH_OPTIMAL_PARTICLE_SYSTEM particleWithFile:@"arroweffect.plist"];
        [self addChild:effect];
        effect.position = ccp(self.contentSize.width * self.scaleX / 2, self.contentSize.height * self.scaleY / 2.0f);
        if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
            effect.scale *= 2;

        }
    }
}
[[AppDelegate getDelegate] saveSetting];
}

但是,在我将精灵表作为动画以显示效果后,它无法正常工作,我尽了最大的努力,但无法解决。这是我的sprite sheet animation

的代码
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile: @"coinsprite.plist"];
//load the sprite sheet into a CCSpriteBatchNode object. If you're adding a new sprite
//to your scene, and the image exists in this sprite sheet you should add the sprite
//as a child of the same CCSpriteBatchNode object otherwise you could get an error.
CCSpriteBatchNode *parrotSheet12 = [CCSpriteBatchNode batchNodeWithFile:@"coinsprite.png"];

//add the CCSpriteBatchNode to your scene
[self addChild:parrotSheet12];

//load each frame included in the sprite sheet into an array for use with the CCAnimation object below
NSMutableArray *flyAnimFrames12 = [NSMutableArray array];
for(int i = 1; i <=30; ++i) {
    [flyAnimFrames12 addObject:
     [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
      [NSString stringWithFormat:@"coins%04d.png", i]]];
}
//Create the animation from the frame flyAnimFrames array
CCAnimation *flyAnim12 = [CCAnimation animationWithFrames:flyAnimFrames12 delay:1.0f];
//create a sprite and set it to be the first image in the sprite sheet
CCSprite * dragont2 = [CCSprite spriteWithSpriteFrameName:@"coins0000.png"];
//set its position to be dead center, i.e. screen width and height divided by 2
[dragont2 setPosition:ccp(600,600)];
//[self moveRandom:theParrot];
//create a looping action using the animation created above. This just continuosly
//loops through each frame in the CCAnimation object
CCAction *flyAction12 = [CCRepeatForever actionWithAction:
                         [CCAnimate actionWithAnimation:flyAnim12 restoreOriginalFrame:NO]];
//start the action
[dragont2 runAction:flyAction12];
//add the sprite to the CCSpriteBatchNode object
[parrotSheet12 addChild:dragont2];

问题解决了

-(void) coinanimationeffect:(CGPoint) ptPos {
m_gamecoinffect = [CCSprite spriteWithSpriteFrameName:@"coins0001.png"];
[self addChild:m_gamecoinffect];

CCAnimate *coineffect = [CCAnimate actionWithSpriteSequence:@"coins%04d.png" numFrames:30 delay:0.01f restoreOriginalFrame:NO];
[m_gamecoinffect runAction:[CCRepeatForever actionWithAction:coineffect]];
m_gamecoinffect.position = ptPos;
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
    m_gamecoinffect.scale *= 2;

}

添加了此功能

并在

中调用该功能
-(void) checkHeroAndCoins {
float fDelta = 0;
if(m_hero->m_bMagnet)
    fDelta = iDevPixelX(30);
for(Coin *coin in m_drawLayer.children){
    if([coin isKindOfClass:[Coin class]]){
        CGRect rCoin = CGRectMake(coin.position.x - coin.contentSize.width * coin.scaleX / 2.0f - fDelta,
                                  coin.position.y - coin.contentSize.height * coin.scaleY / 2.0f - fDelta,
                                  coin.contentSize.width * coin.scaleX + fDelta * 2, coin.contentSize.height * coin.scaleY + fDelta * 2);
        CGRect rHero = CGRectMake(m_hero.position.x - m_hero.contentSize.width * m_hero.scaleX / 2.0f, m_hero.position.y, m_hero.contentSize.width * m_hero.scaleX, m_hero.contentSize.height * m_hero.scaleY);
        if(CGRectIntersectsRect(rCoin, rHero)){
            coin.tag = DELETED_TAG;
            g_nCoin++;
            [[AppDelegate getDelegate] playSystemEffect:E_COIN];

         [self coinanimationeffect:ccp(coin.position.x, coin.position.y)];



        }
    }
}
[[AppDelegate getDelegate] saveSetting];

}

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