当我们在cocos2d中创建触摸时,如何删除sprite对象



我是cocos2d的新手。当我们创建新的精灵对象时,我遇到了一个问题。它不会被移到显示器上。当我们添加新生命时,精灵对象不会被删除。(添加心形精灵)。

//在这里,我创造了一个心形的生活。

    -(id) init {
        if( (self=[super init]) ) {
     hearthArray = [[NSMutableArray alloc] init];
            lives = 4;
            for(NSInteger ilive = 0; ilive<lives; ilive++){
                CCSprite *hearth = [CCSprite spriteWithFile:@"hearth.png"];
                hearth.position = ccp( ((ilive+1)*50), winSize.height - 50);
                [hearthArray insertObject:hearth atIndex:ilive];
                [self addChild:hearth];
            }
           return self;
    }

//下面的代码可以去除心脏。(减少生命)。

- (void) addMonster:(ccTime)dt {
        //select a random monster from the _monsters Array
        int selectedMonster = arc4random() % [_monsters count];
        Monster *monster = [_monsters objectAtIndex:selectedMonster];
        int m = [monster movement];
        CCSprite *spriteMonster = [[CCSprite alloc] initWithFile:[monster monsterSprite]];
        spriteMonster.tag = [monster tag];
        CGSize winSize = [CCDirector sharedDirector].winSize;
        int minX = spriteMonster.contentSize.width / 2;
        int maxX = winSize.width - spriteMonster.contentSize.width/2;
        int rangeX = maxX - minX;
        int actualY = (arc4random() % rangeX) + minX;
        //BLOCK 2 - Determine speed of the monster
        int minDuration = [monster minVelocity];
        int maxDuration = [monster maxVelocity];
        int rangeDuration = maxDuration - minDuration;
        int actualDuration = (arc4random() % rangeDuration) + minDuration;
    if(m == 1){
       spriteMonster.position = ccp( actualY,winSize.height + spriteMonster.contentSize.height/2);
            [self addChild:spriteMonster];
            //BLOCK 4 - Create the actions
            CCMoveTo * actionMove = [CCMoveTo actionWithDuration:actualDuration position:ccp( actualY,-spriteMonster.contentSize.height/2)];
            CCCallBlockN * actionMoveDone = [CCCallBlockN actionWithBlock:^(CCNode *node) {
                [_monstersOnScreen removeObject:node];
                [node removeFromParentAndCleanup:YES];
                // Remove lifes
                lives--;
               // [[hearthArray lastObject] removeFromParentAndCleanup:YES];
                [self removeChild:[hearthArray lastObject] cleanup:YES];
                 [hearthArray removeLastObject];
                NSLog(@"m=1 when array : %@",hearthArray);
                if(lives == 0)
                    [[CCDirector sharedDirector] replaceScene:[HelloWorldLayer scene]];
            }];
            [spriteMonster runAction:[CCSequence actions:actionMove, actionMoveDone, nil]];
            [_monstersOnScreen addObject:spriteMonster];
        }
    }

//在触摸特定对象时,使用loop添加新生命。

-(void)increaseLivesWhentouchCoin{
      NSLog(@"lives is get when add live : %i",lives);
    NSLog(@"hearthArray when toch coin: %@",hearthArray);
     lives = lives+1;
    NSLog(@"lives+1 : %i",lives);
    for(NSInteger i = 0; i<lives; i++){
        hearth = [CCSprite spriteWithFile:@"hearth.png"];
        CGSize winSize = [CCDirector sharedDirector].winSize;
        hearth.position = ccp( ((i+1)*50), winSize.height-50);
        [hearthArray insertObject:hearth atIndex:i];
        [self addChild:hearth];
    }
    NSLog(@"hearthArray out for loop: %@",hearthArray);
}

请帮帮我。提前谢谢。

您的increaseliveswhentouch coin方法应该是这样的。。

-(void)increaseLivesWhentouchCoin{
    CCSprite *hearth = [CCSprite spriteWithFile:@"hearth.png"];
    CGSize winSize = [CCDirector sharedDirector].winSize;
    hearth.position = ccp( ((lives+1)*50), winSize.height-50);
    [hearthArray insertObject:hearth atIndex:lives];
    [self addChild:hearth];
    lives++;
}

你只需要添加一个心形对象。如果你想先创建并删除所有对象,就没有必要再创建所有对象。。

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