1.CCCallFunc 只能调用不带参数的回调方法
2.CCCallFuncN 可以带一个 参数:
(id)sender
3.CCCallFuncND 可以带两个参数 (第二个参数的类型可以是任意类型):
(id)sender batchNode:(CCSpriteBatchNode*)batchNode
直接上用例(sprite动画一次性播放以后将自己从父节点移除并销毁):
- (CCSprite*) addOneOffAnimSprite:(CCNode*)parent
position:(CGPoint)position
animName:(NSString*)animName
startIndex:(int)startIndex
endIndex:(int)endIndex
delay:(float)delay
{
CCSpriteFrameCache *frameCache = [CCSpriteFrameCachesharedSpriteFrameCache];
// 1.缓冲sprite帧和纹理
NSString *spriteFrameCacheName = [NSStringstringWithFormat:@"%@.plist", animName];
[frameCache addSpriteFramesWithFile:spriteFrameCacheName];
// 2.创建一个精灵批处理结点
NSString *spriteSheetName = [NSString stringWithFormat:@"%@.png", animName];
CCSpriteBatchNode *spriteBatchNode = [CCSpriteBatchNodebatchNodeWithFile:spriteSheetName];
[parent addChild:spriteBatchNode z:2];
// 3.收集帧列表
NSMutableArray *frames = [NSMutableArrayarray];
for(int i = startIndex; i < endIndex+1; ++ i) {
NSString *frameName = [NSString stringWithFormat:@"%@%d.png", animName, i];
CCSpriteFrame *spriteFrame = [frameCache spriteFrameByName: frameName];
[frames addObject: spriteFrame];
}
// 4.创建动画对象
CCAnimation *animation = [CCAnimation animationWithFrames:frames delay:delay];
id action = [CCAnimateactionWithAnimation:animation restoreOriginalFrame:NO];
id callFunc = [CCCallFuncND actionWithTarget:self selector:@selector(removeSprite:batchNode:)data:spriteBatchNode];
id animSequence = [CCSequence actions:action, callFunc, nil];
// 5.创建 sprite 并且让它 run 动画 action~
NSString *fristFrameName = [NSString stringWithFormat:@"%@%d.png", animName, startIndex];
CCSprite *animSprite = [CCSprite spriteWithSpriteFrameName:fristFrameName];
[animSprite setPosition:position];
[animSprite runAction:animSequence];
[spriteBatchNodeaddChild:animSprite];
return animSprite;
}
- (void) removeSprite:(id)sender batchNode:(CCSpriteBatchNode*)batchNode { // 由 CCCallFuncND调用~
CCSprite *animSprite = (CCSprite*)sender;
[batchNode removeChild:animSprite cleanup:YES];
}