2012-03-24 31 views
1

所以我试图从Cocos2D示例的EaseActionsTest示例中实现alterTime方法到我的游戏中。更改来自不同课程的CCSpeed的行动?

我试图将这个想法落实到我的游戏中,为我的游戏创建一个冻结时间类型的加电。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。我已经建立了一个CCLog,以确保我的freezeTime方法被调用,它的确如此,但小行星的CCSpeeds保持不变。这是我的代码更清晰。

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; 
} 

ActionLayer.mm

-(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]; 
} 

我试图得到尽可能接近的EaseActionsTest例子,因为我可以,但我不断收到关于启动此错误:

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

我认为这是因为 - (void)freezeTime:(ccTime)dt,因为在此之前,我最初尝试只用 - (void)freezeTime;我会收到我在freezeTime方法中设置的CCLog,发现它被调用,但小行星的速度不受影响。

而且,我想:

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

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

我只注意到速度不在这里要么影响。

关于我能做些什么的任何想法?任何有用的想法总是感激!

回答

0

嗯...我想这是一个错误,当你决定在你的小行星上运行这个动作的时候。行动应该会随着时间的推移而起作用,并且您通常会一次运行该操作,并等待它完成。我看到你正在向小行星EVERY FRAME添加行动,这可能是问题所在。我会改变函数的名字以及它被调用的次数。

-(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; 
    } 
}