您好,我正在开发一款横向滚动的 cocos2d 游戏,在该游戏中,敌人一次一个地添加到屏幕上,循环往复。我想知道如何在每个添加的敌人之间延迟。此外,当添加“blueEnemy”时,屏幕上会出现第二个,而应该只有一个。
到目前为止,这是我的代码:
#import "FlyingEnemy.h"
@implementation FlyingEnemy
+(id)createEnemies{
return [[[self alloc]init]autorelease];
}
-(id)init{
if((self = [super init])){
CGSize size = [[CCDirector sharedDirector]winSize];
screenWidth = size.width;
screenHeight = size.height;
screenBounds = [[UIScreen mainScreen] bounds];
redEnemyFlameCounter = 1;
randomNumberSpinningRockRepeat = arc4random() % 4;
xPoint = screenWidth - 50;
yPoint = screenHeight - 50;
yellowEnemyFlameCounter = 1;
blueEnemyFlameCounter = 1;
xPointBlueEnemy = screenWidth - 50;
yPointBlueEnemy = screenHeight - 50;
[self redEnemyFlight];
}
return self;
}
-(void)redEnemyFlight{
[self unschedule:@selector(redEnemyStart:)];
redEnemy = [CCSprite spriteWithFile:@"redenemy.png"];
redEnemy.position = ccp(xPoint, yPoint);
[self addChild:redEnemy z:-1];
[self schedule:@selector(shootTheBullets:)interval:1.0f/2.0f];
CCMoveTo* redEnemyMoveDown = [CCMoveTo actionWithDuration:3.0 position:ccp(xPoint, 70)];
CCMoveTo* redEnemyMoveUp = [CCMoveTo actionWithDuration:3.0 position:ccp(xPoint, yPoint - 60)];
CCSequence* redEnemyFloatingSequence = [CCSequence actions:redEnemyMoveDown, redEnemyMoveUp, nil];
CCRepeat* redEnemyFloatingRepeat = [CCRepeat actionWithAction:redEnemyFloatingSequence times:3];
[redEnemy runAction:redEnemyFloatingRepeat];
[self schedule: @selector(removeTheEnemy:)interval:18.0f/1.0f];
[self schedule: @selector(redEnemyFlame:)interval:1.0f/5.0f];
}
-(void)redEnemyFlame:(ccTime)delta{
redEnemyFlameCounter ++;
if (redEnemyFlameCounter % 2){
[redEnemy setTexture:[[CCSprite spriteWithFile:@"redenemy2.png"]texture]];
}else{
[redEnemy setTexture:[[CCSprite spriteWithFile:@"redenemy.png"]texture]];
}
}
-(void)removeTheEnemy:(ccTime)delta{
CCMoveBy* moveUp = [CCMoveBy actionWithDuration:0.5 position:ccp(70, 100)];
[redEnemy runAction:moveUp];
[self unschedule:@selector(removeTheEnemy:)];
[self schedule:@selector(yellowEnemyStart:)interval:1.0f/60.0f];
}
-(void)yellowEnemyStart:(ccTime)delta{
if (redEnemy.position.x > screenWidth || redEnemy.position.y > screenHeight) {
[self yellowEnemyFloating];
}
}
-(void)yellowEnemyFloating{
[self unschedule:@selector(yellowEnemyStart:)];
yellowEnemy = [CCSprite spriteWithFile:@"yellowenemy.png"];
yellowEnemy.position = ccp(screenWidth - 50, 50);
[self addChild:yellowEnemy z:-1];
yellowEnemyMoveDown = [CCMoveTo actionWithDuration:2.0 position:ccp(yellowEnemy.position.x, 50)];
yellowEnemyMoveUp = [CCMoveTo actionWithDuration:2.0 position:ccp(yellowEnemy.position.x, screenHeight/2)];
yellowEnemyFloatingSequnece = [CCSequence actions:yellowEnemyMoveUp, yellowEnemyMoveDown, nil];
yellowEnemyFloatingRepeat = [CCRepeat actionWithAction:yellowEnemyFloatingSequnece times:2];
[yellowEnemy runAction:yellowEnemyFloatingRepeat];
[self schedule: @selector(yellowEnemyFlame:)interval:1.0f/5.0f];
}
-(void)yellowEnemyFlame:(ccTime)delta{
yellowEnemyFlameCounter ++;
if (yellowEnemyFlameCounter % 2){
[yellowEnemy setTexture:[[CCSprite spriteWithFile:@"yellowenemy2.png"]texture]];
}else{
[yellowEnemy setTexture:[[CCSprite spriteWithFile:@"yellowenemy.png"]texture]];
}
[self schedule:@selector(yellowEnemyFlight:)interval:8.0f/1.0f];
}
-(void)yellowEnemyFlight:(ccTime)delta{
yellowEnemyMoveLeft = [CCMoveTo actionWithDuration:4.0 position:ccp(-100, screenHeight/2)];
[yellowEnemy runAction:yellowEnemyMoveLeft];
[self schedule:@selector(removeTheYellowEnemy:)interval:4.0f/1.0f];
}
-(void)removeTheYellowEnemy:(ccTime)delta{
CCMoveTo* removeYellowEnemy = [CCMoveTo actionWithDuration:1.0 position:ccp(-100, screenHeight/2)];
[yellowEnemy runAction:removeYellowEnemy];
[self unschedule:@selector(removeTheYellowEnemy:)];
[self schedule:@selector(blueEnemyStart:)interval:1.0f/60.0f];
}
-(void)blueEnemyStart:(ccTime)delta{
if (yellowEnemy.position.x < 0 || yellowEnemy.position.y < 0) {
if (redEnemy.position.x > screenWidth || redEnemy.position.y > screenHeight) {
[self blueEnemyFlight];
}
}
}
-(void)blueEnemyFlight{
[self unschedule:@selector(blueEnemyStart:)];
blueEnemy = [CCSprite spriteWithFile:@"blueenemy.png"];
blueEnemy.position = ccp(xPointBlueEnemy, yPointBlueEnemy);
[self addChild:blueEnemy z:-1];
[self schedule:@selector(shootTheWaterBullets:)interval:1.0f/2.0f];
CCMoveTo* blueEnemyMoveDown = [CCMoveTo actionWithDuration:3.0 position:ccp(xPointBlueEnemy, 70)];
CCMoveTo* blueEnemyMoveUp = [CCMoveTo actionWithDuration:3.0 position:ccp(xPointBlueEnemy, yPointBlueEnemy - 60)];
CCSequence* blueEnemyFloatingSequence = [CCSequence actions:blueEnemyMoveDown, blueEnemyMoveUp, nil];
CCRepeat* blueEnemyFloatingRepeat = [CCRepeat actionWithAction:blueEnemyFloatingSequence times:3];
[blueEnemy runAction:blueEnemyFloatingRepeat];
[self schedule: @selector(removeTheBlueEnemy:)interval:18.0f/1.0f];
[self schedule: @selector(blueEnemyFlame:)interval:1.0f/5.0f];
}
-(void)blueEnemyFlame:(ccTime)delta{
blueEnemyFlameCounter ++;
if (blueEnemyFlameCounter % 2){
[blueEnemy setTexture:[[CCSprite spriteWithFile:@"blueenemy2.png"]texture]];
}else{
[blueEnemy setTexture:[[CCSprite spriteWithFile:@"blueenemy.png"]texture]];
}
}
-(void)removeTheBlueEnemy:(ccTime)delta{
CCMoveBy* moveUpBlueEnemy = [CCMoveBy actionWithDuration:0.5 position:ccp(200, 400)];
[blueEnemy runAction:moveUpBlueEnemy];
[self unschedule:@selector(removeTheBlueEnemy:)];
[self performSelector:@selector(redEnemyStart:)];
}
-(void)redEnemyStart:(ccTime)delta{
if (blueEnemy.position.x > screenWidth || blueEnemy.position.y > screenHeight) {
[self redEnemyFlight];
}
}
@end