我有一个 cpCCSprite 的子类,它仅用于使用花栗鼠 spaceManager,我的类如下所示:
@implementation Helmet
+(id) helmetWithGame:(Game*)game {
return [[[self alloc] helmetInit:game] autorelease];
}
- (id) helmetInit:(Game*)game {
cpShape *helmet_1;
cpShape *helmet_2;
cpShape *helmet_3;
cpShape *reference;
reference = [game.spaceManager addCircleAt:cpvzero mass:STATIC_MASS radius:2];
helmet_1 = [game.spaceManager addCircleToBody:reference->body radius:20 offset:cpv(-5, 2)];
helmet_2 = [game.spaceManager addCircleToBody:reference->body radius:8 offset:cpv(16, -14)];
helmet_3 = [game.spaceManager addCircleToBody:reference->body radius:8 offset:cpv(8, -14)];
reference->group =1;
helmet_1->group =1;
helmet_2->group =1;
helmet_3->group =1;
[self initWithFile:@"Helmet.png"];
[self setBody:reference->body];
self.spaceManager = game.spaceManager;
self.autoFreeShapeAndBody = YES;
gameScreenSize = game.contentSize;
return self;
}
- (void) generateAndShowOn:(Game *)game {
float startX = (float)((arc4random_uniform(101)) + 100);//returns number from 100 to 200 and casts it as a float
float startY;
int endXRange = (game.contentSize.width * .8) - (game.contentSize.width * .5);
float endX = (float)((arc4random_uniform(endXRange)) + (game.contentSize.width * .5));
float endY;
BOOL shouldStartTop;
if ((arc4random_uniform(101)) < 50) {//returns number from 0 to 100 and checks to see if it is less than 50. If it is, than the helmut starts at the top
shouldStartTop = YES;
startY = game.contentSize.height + (self.contentSize.height * .5);
endY = -self.contentSize.height;
}
else {
shouldStartTop = NO;
startY = -(self.contentSize.height * .5);
endY = game.contentSize.height + self.contentSize.height;
}
self.position = ccp(startX, startY);
[game addChild:self];
ccBezierConfig bezier;
bezier.controlPoint_1 = ccp (startX, startY);
bezier.controlPoint_2 = ccp (endX, endY);
bezier.endPosition = ccp (endX, endY);
id rotate =[CCRotateBy actionWithDuration:1.5f angle:360];
id curve = [CCBezierTo actionWithDuration:1.5f bezier:bezier];
id spawn = [CCSpawn actions:rotate, curve, nil];
[self runAction:spawn];
[self schedule:@selector(doneAnimating) interval:1.6];
}
- (void) doneAnimating{
if ([[self delegate]respondsToSelector:@selector(helmetPastBounds:)]) {
[[self delegate]helmetPastBounds:self];
}
}
- (void) dealloc {
CCLOG(@"%s", __PRETTY_FUNCTION__);
[super dealloc];
}
@end
所以每秒调用一个这个类的新实例,这样屏幕上一次可以有多个头盔。然后我有另一种方法,在操作完成后稍微调用它以移除当前头盔并释放它。但是我遇到的问题是动作经常跳动/生涩,而 FPS 为 60。我是否需要对这些动作做一些不同的事情,或者是什么原因造成的?