问题描述:
在Cocos-2d场景动画中,常常出现多个Sprite的同一行为动画
假设场景中此时有两个精灵sprite1,sprite2
他们其实点分别在场景左侧,需要完成的动作CCMoteTo到场景最右侧
初始状态如下图:
初始尝试:
- (void)playAction
{
//1.试图两个精灵播放同一个动画
CGSize size = [[CCDirector sharedDirector] winSize];
CCMoveBy *move = [CCMoveBy actionWithDuration:3.0f position:ccp(size.width-[sprite1 textureRect].size.width,0)];
[sprite1 runAction:move];
[sprite2 runAction:move];
}
初始效果展示:
点击Play按钮后效果图:
我们发现尽管在代码中sprite1和sprite2都是runAction:move,但是貌似只有下方的sprite2执行了此动作,而sprite1没有执行。效果不尽人意!
原理解释:
我们跟踪一下
[sprite1 runAction:move];
-(CCAction*) runAction:(CCAction*) action
{
NSAssert( action != nil, @"Argument must be non-nil");
[actionManager_ addAction:action target:self paused:!isRunning_];
return action;
}
重点看一下[addAction:action target:self paused:!isRunning_];
-(void) addAction:(CCAction*)action target:(id)target paused:(BOOL)paused
{
//有效性判断。
NSAssert( action != nil, @"Argument action must be non-nil");
NSAssert( target != nil, @"Argument target must be non-nil");
//定义一个哈希表项的指针变量并置空。
tHashElement *element = NULL;
//通过这个指针,找到对应的哈希表项返回给element;
HASH_FIND_INT(targets, &target, element);
//如果找不到。则代表新加入的哈希表项。则申请内存创建此哈希表项,并将其加入哈希表中。
if( ! element ) {
element = calloc( sizeof( *element ), 1 );
element->paused = paused;
element->target = [target retain];
HASH_ADD_INT(targets, target, element);
// CCLOG(@"cocos2d: ---- buckets: %d/%d - %@", targets->entries, targets->size, element->target);
}
//为哈希表项element申请内存,以存放动画集
[self actionAllocWithHashElement:element];
//判断action是否在element的动画集中。确保只放入一次。(这也是为什么一个动画不能重复添加的原因!)
NSAssert( !ccArrayContainsObject(element->actions, action), @"runAction: Action already running");
//将action放入element的动画集中。
ccArrayAppendObject(element->actions, action);
//设置是哪个CCNode要进行当前动画 (重点原因在这里!!!)
[action startWithTarget:target];
}
每一个CCAction对象都有且仅有一个target(id 类型)的成员,表示该动画是有哪一个演员来执行的。
所以
[sprite1 runAction:move];
[sprite2 runAction:move];
对于同一个move(CCMoveTo对象)来说,第一次[sprite1 runAction:move];我们将move的target成员设置成了sprite1;
而第二次[sprite2 runAction:move];我们又将move的target成员设置成了sprite2;这样第一次注册sprite1的动画move就会失效;
因此效果上只有sprite2在执行move了!
(本段参考“红孩儿Cocos2d-x 2.0 之 Actions “三板斧” 之一”文章:http://www.2cto.com/kf/201211/169345.html 特此做出感谢!)
解决方案:
- (void)playAction
{
//1.试图两个精灵播放同一个动画
CGSize size = [[CCDirector sharedDirector] winSize];
CCMoveBy *move = [CCMoveBy actionWithDuration:3.0f position:ccp(size.width-[sprite1 textureRect].size.width,0)];
[sprite1 runAction:move];
//[sprite2 runAction:move];
//2.改进
[sprite2 runAction:[move copy]];
}
很简单:把move 复制一份,move的副本的target为sprite2,与sprite1无关,这样两个精灵就可以同时执行了。
效果图:
顺便提一句:
1.[CCNode stopAction:action]时
-(void) stopAction: (CCAction*) action
{
[actionManager_ removeAction:action];
}
action会被释放
2.
-(void) removeFromParentAndCleanup:(BOOL)cleanup;
-(void) removeChild: (CCNode*)node cleanup:(BOOL)cleanup;
-(void) removeChildByTag:(NSInteger) tag cleanup:(BOOL)cleanup;
-(void) removeAllChildrenWithCleanup:(BOOL)cleanup;
这是CCNODE的删除对象的方法,后面带了一个cleanup参数,如果你将cleanup的值设为YES,系统在删除对象的时候会对自动对当前对象进行stopAllActions的操作,也会释放action。
3.无论上述哪种方式,一定注意不要内存泄露!
源码分享:
HelloWorldLayer.h
#import <GameKit/GameKit.h>
// When you import this file, you import all the cocos2d classes
#import "cocos2d.h"
// HelloWorldLayer
@interface HelloWorldLayer : CCLayer
{
BOOL isPlay_;
CCSprite *sprite1;
CCSprite *sprite2;
}
// returns a CCScene that contains the HelloWorldLayer as the only child
+(CCScene *) scene;
@end
HelloWorldLayer.m 这里只贴出有用部分
-(id) init
{
// always call "super" init
// Apple recommends to re-assign "self" with the "super's" return value
if( (self=[super init]) )
{
// create and initialize a Label
CCLabelTTF *label = [CCLabelTTF labelWithString:@"TwoActionDemo" fontName:@"Marker Felt" fontSize:32];
CGSize size = [[CCDirector sharedDirector] winSize];
label.position = ccp( size.width /2 , 4*size.height/5 );
[self addChild: label];
//实例化两个精灵
sprite1 = [CCSprite spriteWithFile:@"Icon.png"];
sprite2 = [CCSprite spriteWithFile:@"Icon.png"];
sprite1.position = ccp([sprite1 textureRect].size.width/2 , size.height/2);
sprite2.position = ccp([sprite1 textureRect].size.width/2 , size.height/4);
[self addChild:sprite1];
[self addChild:sprite2];
//菜单按钮
CCMenuItem *play = [CCMenuItemFont itemWithString:@"Play"];
CCMenuItem *stop = [CCMenuItemFont itemWithString:@"Stop"];
CCMenuItem *menuBtn = [CCMenuItemToggle itemWithTarget:self selector:@selector(btnPressed) items:play,stop, nil];
CCMenu *menu = [CCMenu menuWithItems:menuBtn, nil];
menu.position = ccp(9*size.width /10 , size.height/10);
[self addChild:menu];
isPlay_ = NO;
}
return self;
}
- (void)btnPressed
{
isPlay_ = !isPlay_;
YES == isPlay_ ? [self playAction]:[self stopToOrignPostion];
}
- (void)playAction
{
//1.试图两个精灵播放同一个动画
CGSize size = [[CCDirector sharedDirector] winSize];
CCMoveBy *move = [CCMoveBy actionWithDuration:3.0f position:ccp(size.width-[sprite1 textureRect].size.width,0)];
[sprite1 runAction:move];
//[sprite2 runAction:move];
//2.改进
[sprite2 runAction:[move copy]];
}
- (void)stopToOrignPostion
{
[self stopAllActions];
CGSize size = [[CCDirector sharedDirector] winSize];
CCPlace *place1 = [CCPlace actionWithPosition:ccp([sprite1 textureRect].size.width/2 , size.height/2)];
CCPlace *place2 = [CCPlace actionWithPosition:ccp([sprite1 textureRect].size.width/2 , size.height/4)];
[sprite1 runAction:place1];
[sprite2 runAction:place2];
}
// on "dealloc" you need to release all your retained objects
- (void) dealloc
{
[sprite1 release];
[sprite2 release];
[super dealloc];
}