私のプロジェクトは、爆弾、爆発を作成し、爆発の衝突をチェックし、最後に衝突でヒットしなかった爆弾を削除します。これについては、こちらで詳しく説明しています。次のコードはこれを行います。
-(void)placeBomb
{
NSLog(@"Bomb placed");
_circle = [[CCSprite alloc]initWithFile:@"Circle.png"];
CGPoint circle0position = ccp(_cat.position.x , _cat.position.y);
CGPoint c0TileCoordt = [self tileCoordForPosition:circle0position];
CGPoint c0TileCoord = [self positionForTileCoord:c0TileCoordt];
_circle.position = c0TileCoord;
[self addChild:_circle];
id fade = [CCScaleTo actionWithDuration:3.5 scale:0];
[_circle runAction:fade];
double delayInSeconds = 3.0;
dispatch_time_t popTime = dispatch_time(DISPATCH_TIME_NOW, (int64_t)(delayInSeconds * NSEC_PER_SEC));
dispatch_after(popTime, dispatch_get_main_queue(), ^(void){
[self explosionFromPoint:c0TileCoordt withSprite:_circle];
});
}
- (BOOL)isLocationBombable:(CGPoint)tileCoord;
{
if ([self isValidTileCoord:tileCoord] && ![self isWallAtTileCoord:tileCoord])
{
return YES;
}
else
{
return NO;
}
}
-(void)explosionFromPoint:(CGPoint)explosionPoint withSprite:(CCSprite*)sprite;
{
//int
explosionLenght += 1;
if (explosionLenght >= 7) //Just for testing purposes, don't have a way to increase it naturally.
{
explosionLenght = 1;
}
BOOL topB = YES;
BOOL leftB = YES;
BOOL bottomB = YES;
BOOL rightB = YES;
int bombX = (explosionPoint.x + 1);
int bombY = (explosionPoint.y + 1);
int bombNegX = (explosionPoint.x - 1);
int bombNegY = (explosionPoint.y - 1);
CGPoint top = ccp(explosionPoint.x, bombY);
CGPoint left = ccp(bombNegX, explosionPoint.y);
CGPoint bottom = ccp(explosionPoint.x, bombNegY);
CGPoint right = ccp(bombX, explosionPoint.y);
if (![self isLocationBombable:top])
{topB = NO;}
if (![self isLocationBombable:left])
{leftB = NO;}
if (![self isLocationBombable:bottom])
{bottomB = NO;}
if (![self isLocationBombable:right])
{rightB = NO;}
for (int i = 0; i <= explosionLenght; i++) {
int bombX = (explosionPoint.x + i);
int bombY = (explosionPoint.y + i);
int bombNegX = (explosionPoint.x - i);
int bombNegY = (explosionPoint.y - i);
CGPoint top = ccp(explosionPoint.x, bombY);
CGPoint left = ccp(bombNegX, explosionPoint.y);
CGPoint bottom = ccp(explosionPoint.x, bombNegY);
CGPoint right = ccp(bombX, explosionPoint.y);
CCSprite *circleTop = [[CCSprite alloc]initWithFile:@"Circle.png"];
CCSprite *circleLeft = [[CCSprite alloc]initWithFile:@"Circle.png"];
CCSprite *circleBottom = [[CCSprite alloc]initWithFile:@"Circle.png"];
CCSprite *circleRight = [[CCSprite alloc]initWithFile:@"Circle.png"];
int scaleTime = 5;
if ([self isLocationBombable:top] && topB == YES)
{
circleTop.position = [self positionForTileCoord:top];
[self addChild:circleTop];
id fadeTop = [CCSequence actionOne:[CCMoveTo actionWithDuration:1 position:circleTop.position] two:[CCScaleTo actionWithDuration:scaleTime scale:0]];
[circleTop runAction:fadeTop];
}
if ([self isLocationBombable:left] && leftB == YES)
{
circleLeft.position = [self positionForTileCoord:left];
[self addChild:circleLeft];
id fadeLeft = [CCSequence actionOne:[CCMoveTo actionWithDuration:1 position:circleLeft.position] two:[CCScaleTo actionWithDuration:scaleTime scale:0]];
[circleLeft runAction:fadeLeft];
}
if ([self isLocationBombable:bottom] && bottomB == YES)
{
circleBottom.position = [self positionForTileCoord:bottom];
[self addChild:circleBottom];
id fadeBottom = [CCSequence actionOne:[CCMoveTo actionWithDuration:1 position:circleBottom.position] two:[CCScaleTo actionWithDuration:scaleTime scale:0]];
[circleBottom runAction:fadeBottom];
}
if ([self isLocationBombable:right] && rightB == YES)
{
circleRight.position = [self positionForTileCoord:right];
[self addChild:circleRight];
id fadeRight = [CCSequence actionOne:[CCMoveTo actionWithDuration:1 position:circleRight.position] two:[CCScaleTo actionWithDuration:scaleTime scale:0]];
[circleRight runAction:fadeRight];
}
}
[currentBombs addObject:sprite];
int a = [currentBombs count];
NSLog(@"cBCount: %i",a);
NSLog(@"Explosion done, call checkdamage");
[self schedule:@selector(checkDamageForBomb)];
[self performSelector:@selector(removeSprite:) withObject:sprite afterDelay:5];
}
-(void)removeSprite:(CCSprite *)sprite{
int aa = [currentBombs count];
NSLog(@"removeSprite startcall cbc: %i",aa);
if([currentBombs containsObject:sprite])
{
NSLog(@"Found sprite in array, deleted!");
[currentBombs removeObject:sprite];
int a = [currentBombs count];
NSLog(@"containObject cbc: %i",a);
}
else {
NSLog(@"Didn't find the object in array, didn't delete!");
int a = [currentBombs count];
NSLog(@"elseCO cbc: %i",a);
}
if (currentBombs.count == 0)
{
[self stopCheckDamage];
}
}
-(void)stopCheckDamage{
NSLog(@"StopCheckDamage");
[self unschedule:@selector(checkDamageForBomb)];
}
-(void)checkDamageForBomb{
for (CCSprite* bomb in currentBombs)
{
CGPoint bombPos = [self tileCoordForPosition:bomb.position];
for (int i = 0; i <= explosionLenght; i++) {
CGPoint playerPos = [self tileCoordForPosition:_cat.position];
int bombX = (bombPos.x + i);
int bombY = (bombPos.y + i);
int bombNegX = (bombPos.x - i);
int bombNegY = (bombPos.y - i);
CGPoint centre = bombPos;
CGPoint top = ccp(centre.x, bombY);
CGPoint left = ccp(bombNegX, centre.y);
CGPoint bottom = ccp(centre.x, bombNegY);
CGPoint right = ccp(bombX, centre.y);
//pastebin.com/biuQBfnv
if (CGPointEqualToPoint(top, playerPos) || CGPointEqualToPoint(left, playerPos) || CGPointEqualToPoint(bottom, playerPos) || CGPointEqualToPoint(right, playerPos))
{
playerHits += 1;
NSLog(@"Player hit %i",playerHits);
[currentBombs removeObject:bomb];
break;
}
}
}
}
私の問題は-(void)removeSprite:(CCSprite *)sprite{
方法にあります。これは、呼び出されたものだけを削除することになっていますが、このログでわかるように、代わりにそれらをすべて殺します。
15:14:02.499 Tile[1549:c07] Bomb placed
15:14:03.816 Tile[1549:c07] Bomb placed
15:14:05.501 Tile[1549:c07] cBCount: 1
15:14:05.501 Tile[1549:c07] Explosion done, call checkdamage
15:14:06.818 Tile[1549:c07] cBCount: 2
15:14:06.819 Tile[1549:c07] Explosion done, call checkdamage
15:14:06.819 Tile[1549:c07] CCScheduler#scheduleSelector. Selector already scheduled. Updating interval from: 0.00 to 0.00
15:14:10.503 Tile[1549:c07] removeSprite startcall cbc: 2 // has 2
15:14:10.503 Tile[1549:c07] Found sprite in array, deleted! //Line above and under
15:14:10.504 Tile[1549:c07] containObject cbc: 0 //Deleted 2, supposed to kill 1
15:14:10.505 Tile[1549:c07] StopCheckDamage
15:14:11.820 Tile[1549:c07] removeSprite startcall cbc: 0
15:14:11.820 Tile[1549:c07] Didn't find the object in array, didn't delete!
15:14:11.821 Tile[1549:c07] elseCO cbc: 0
15:14:11.821 Tile[1549:c07] StopCheckDamage
上記のコードのログの場所を見ると、削除したかった 1 つではなく 2 つが削除されていることがわかります。この動作を防ぐ、または適切なスプライトのみを殺すようにカスタマイズするにはどうすればよいですか?
編集:明確sprite
にするために、 -(void)explosionFromPoint:(CGPoint)explosionPoint withSprite: (CCSprite*)sprite;で
使用すると思いました。これはどういうわけか、オブジェクトに一意の ID を与えるだけで、私が話していたものを知ることができます。私はコーディングが初めてです。