我知道这个问题已经问了很多次了,但我找不到解决办法。我的屏幕上有一个CCSprite,播放器,它是用加速度计控制的。然后在屏幕上出现其他CCSprites,每2秒生成一次,敌人。我希望所有的敌人跟随玩家,如果玩家移动玩家,敌人应该改变方向,向那个CCSprite走去。到目前为止这是我的代码:
- (void)spawnEnemies
{
monsterTxt = [[CCTexture2D alloc] initWithCGImage:[UIImage imageNamed:@"obj.png"].CGImage resolutionType:kCCResolutionUnknown];
monster = [CCSprite spriteWithTexture:monsterTxt];
...
//random spawn position etc.
CCMoveTo *movemonster = [CCMoveTo actionWithDuration:7.0 position:ccp(_rocket.boundingBox.origin.x, _rocket.boundingBox.origin.y)];
[monster runAction:[CCSequence actions:movemonster, nil]];
[_monsters addObject:monster]; //adds the sprite to a mutable array
}
- (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration
{
...
//determines new position and move sprite there
[monster stopAllActions];
CCMoveTo *movemonster = [CCMoveTo actionWithDuration:7.0 position:ccp(_rocket.boundingBox.origin.x, _rocket.boundingBox.origin.y)];
[monster runAction:[CCSequence actions:movemonster, nil]];
}现在,当我开始游戏时,精灵会向玩家移动,但是当玩家移动时,敌人不会更新他们的目的地,他们只会继续下去,并停留在玩家的y坐标上。过了一段时间,应用程序崩溃了。我做错了什么?
发布于 2014-01-05 13:39:35
我猜问题可能在你没有发布的那一段代码中。
在Cocos2d的v2.1中,要在您的层中接收加速度计的测量值:
在init或onEnterTransitionDidFinish调用中这样做:
self.accelerometerEnabled = YES;并超载is方法:
-(void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration
{
CCLOG(@"Acceleration (%f,%f,%f)",
acceleration.x,
acceleration.y,
acceleration.z);
// Do something meaningful...you probably want to send a notification to
// some other scene/layer/logic. It should cache that the acceleration value
// and then do something on an update(...) call with it. Then reset it so that
// it does not get used the next update cycle untila new value comes in (here).
}好像你有this...and,你已经表示你收到了them...so,我有点困惑。
SO (正常检查时间).
我创建了一个示例项目(这里),其中有一个单人精灵被多个怪物精灵追逐。当用户触摸屏幕时(我没有使用加速度计),玩家会改变位置,精灵会“追赶”他。我给他们的目标位置添加了一些随机偏移,这样他们就不会全部聚集在玩家的顶端。
下面是文件的代码(最重要的部分),它是HellowWorldLayer的一个修改版本,附带了一个cocos2d v2.1项目(我是从模板创建的):
-(void)createPlayer
{
playerMoved = NO;
if(self.player != nil)
{
[self removeChild:player];
self.player = nil;
}
CGSize scrSize = [[CCDirector sharedDirector] winSize];
CCSprite* playerSprite = [CCSprite spriteWithFile:@"Icon.png"];
playerSprite.scale = 2.0;
playerSprite.position = ccp(scrSize.width/2,scrSize.height/2);
[self addChild:playerSprite];
self.player = playerSprite;
}
-(void)createMonsters
{
const int MAX_MONSTERS = 4;
if(self.monsters.count > 0)
{ // Get rid of them
for(CCSprite* sprite in monsters)
{
[self removeChild:sprite];
}
[self.monsters removeAllObjects];
}
CGSize scrSize = [[CCDirector sharedDirector] winSize];
for(int idx = 0; idx < MAX_MONSTERS; idx++)
{
CCSprite* sprite = [CCSprite spriteWithFile:@"Icon.png"];
float randomX = (arc4random()%100)/100.0;
float randomY = (arc4random()%100)/100.0;
sprite.scale = 1.0;
sprite.position = ccp(scrSize.width*randomX,scrSize.height*randomY);
[self addChild:sprite];
[monsters addObject:sprite];
}
}
-(void)update:(ccTime)delta
{
if(playerMoved)
{ // Modify all the actions on all the monsters.
CGPoint playerPos = player.position;
for(CCSprite* sprite in monsters)
{
float randomX = (1.0)*(arc4random()%50);
float randomY = (1.0)*(arc4random()%50);
CGPoint position = ccp(playerPos.x+randomX,playerPos.y+randomY);
[sprite stopAllActions];
[sprite runAction:[CCMoveTo actionWithDuration:3.0 position:position]];
}
playerMoved = NO;
}
}我保留了一个CCSprite*对象(怪物)数组和一个CCSprite*供玩家使用。我有一个旗帜告诉我,如果球员已经改变了位置(球员移动)。在更新循环中,如果玩家已经移动,停止对怪物的所有动作并更新它们。
在屏幕上,它看起来如下:

当我移动主要的精灵..。

他们跟着它..。

这对我们有帮助吗?
https://stackoverflow.com/questions/20923382
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