I'm making a game in cocos2d, I have a chicken as character that use a CCSprite. This chicken have multiple images doing different movements.
There are so many images for the movements that I have to use multiple plist files for the sprite.
My problem is that I can switch between the differents sprites
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:
@"chicken-1to3.plist"];
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:
@"chicken-4to5.plist"];
spriteSheet1to3 = [CCSpriteBatchNode
batchNodeWithFile:@"chicken-1to3.png"];
spriteSheet4to5 = [CCSpriteBatchNode
batchNodeWithFile:@"chicken-4to5.png"];
[self addChild:spriteSheet1to3 z:1];
[self addChild:spriteSheet4to5 z:2];
NSMutableArray *chickenManAni1Imgs = [NSMutableArray array];
NSMutableArray *chickenManAni2Imgs = [NSMutableArray array];
NSMutableArray *chickenManAni3Imgs = [NSMutableArray array];
NSMutableArray *chickenManAni4Imgs = [NSMutableArray array];
NSMutableArray *chickenManAni5Imgs = [NSMutableArray array];
for(int i = 1; i <= 9; ++i) {
[chickenManAni1Imgs addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:@"chicken-1-%d.png", i]]];
}
for(int i = 1; i <= 19; ++i) {
[chickenManAni2Imgs addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:@"chicken-2-%d.png", i]]];
}
for(int i = 1; i <= 21; ++i) {
[chickenManAni3Imgs addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:@"chicken-3-%d.png", i]]];
}
for(int i = 1; i <= 16; ++i) {
[chickenManAni4Imgs addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:@"chicken-4-%d.png", i]]];
}
for(int i = 1; i <= 36; ++i) {
[chickenManAni5Imgs addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:@"chicken-5-%d.png", i]]];
}
chickenManAni1 = [CCAnimation
animationWithSpriteFrames:chickenManAni1Imgs delay:0.04f];
chickenManAni2 = [CCAnimation
animationWithSpriteFrames:chickenManAni2Imgs delay:0.04f];
chickenManAni3 = [CCAnimation
animationWithSpriteFrames:chickenManAni3Imgs delay:0.04f];
chickenManAni4 = [CCAnimation
animationWithSpriteFrames:chickenManAni4Imgs delay:0.04f];
chickenManAni5 = [CCAnimation
animationWithSpriteFrames:chickenManAni5Imgs delay:0.04f];
chickenMan = [CCSprite spriteWithSpriteFrameName:@"chicken-5-1.png"];
chickenMan.position = ccp(winSize.width/2, winSize.height/2);
[spriteSheet4to5 addChild:chickenMan];
[chickenMan runAction:[CCRepeatForever actionWithAction:
[CCAnimate actionWithAnimation:chickenManAni5 restoreOriginalFrame:NO]]];
chickenManAniRunning = 1;
Here is the code when I try to change the sprite
[chickenMan stopAllActions];
[spriteSheet4to5 removeChild:chickenMan cleanup:YES];
[spriteSheet1to3 addChild:chickenMan];
[chickenMan runAction:[CCRepeatForever actionWithAction:
[CCAnimate actionWithAnimation:chickenManAni2 restoreOriginalFrame:NO]]];
After that I get this error: 'CCSprite is not using the same texture id'
UPDATE: I'm using two differents sprites:
chickenMan1to3 = [CCSprite spriteWithSpriteFrameName:@"chicken-1-1.png"];
chickenMan1to3.position = ccp(winSize.width/2, winSize.height/2);
[chickenMan1to3 setVisible:YES];
chickenMan4to5 = [CCSprite spriteWithSpriteFrameName:@"chicken-5-1.png"];
chickenMan4to5.position = ccp(winSize.width/2, winSize.height/2);
[chickenMan4to5 setVisible:NO];
And I switch them this way:
[chickenMan1to3 stopAllActions];
[chickenMan1to3 setVisible:NO];
[chickenMan4to5 setVisible:YES];
[chickenMan4to5 runAction:[CCRepeatForever actionWithAction:
[CCAnimate actionWithAnimation:chickenManAni4 restoreOriginalFrame:NO]]];