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任何人都可以在碰撞回调延迟后帮助我移除形状和身体。

通过使用 cpSpaceAddPostStepCallback(sapce, (cpPostStepFunc)postStepRemove, blockShape, NULL); 我可以安全地删除形状。但是在调用该函数之前我需要一些延迟。一旦检测到碰撞,我就会播放动画。在代码的末尾,我需要删除形状。谁能帮我提供一些示例代码。我写的代码如下。

int collisionSapusBlock(cpArbiter *arb, struct cpSpace *sapce, void *data)
{

cpShape *sapusShape, *blockShape;
cpArbiterGetShapes(arb, &sapusShape, &blockShape);

cpBody *BlockBody = blockShape->body;
cpBody *sapusBody = sapusShape->body;

CCNode *parent = (CCNode*)data;

if (cpvlength(sapusBody->v) > 45)
{
NSLog(@"Collision2 called %f",cpvlength(sapusBody->v));
CCSprite *sprite = blockShape->data;
[parent removeChild:sprite cleanup:YES];

///////
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"Block2.plist"];
CCSpriteBatchNode *sheet1 = [CCSpriteBatchNode batchNodeWithFile:@"Block2.png" capacity:2];
[parent addChild:sheet1];

CCSpriteFrameCache *cache = [CCSpriteFrameCache sharedSpriteFrameCache];
CCSprite *sapusSprite1 = [[CCSprite alloc] initWithSpriteFrameName:@"Block2001.png"];
CCAnimation *sapusAnim = [[CCAnimation alloc] initWithName:@"select" delay:0.15f];
[sapusAnim addFrame:[cache spriteFrameByName:@"Block2001.png"]];
[sapusAnim addFrame:[cache spriteFrameByName:@"Block2002.png"]];
[sapusAnim addFrame:[cache spriteFrameByName:@"Block2003.png"]];
[sapusAnim addFrame:[cache spriteFrameByName:@"Block2004.png"]];
[sapusAnim addFrame:[cache spriteFrameByName:@"Block2005.png"]];
[sapusAnim addFrame:[cache spriteFrameByName:@"Block2006.png"]];
[sapusSprite1 addAnimation: sapusAnim];
[sheet1 addChild:sapusSprite1];

CCAnimate *animate = [CCAnimate actionWithAnimation: sapusAnim restoreOriginalFrame:NO];
[sapusSprite1 runAction:animate];

blockShape->data = sapusSprite1;

/////here after playing the animation i need to delete the blockShape. Help plzzz
}

return 1;
}

谁能帮我提供一些示例代码。谢谢

4

1 回答 1

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我还没有尝试过,但它应该可以工作。在碰撞处理程序中,将动画作为序列的一部分启动,然后将 postStepCallback 作为序列中的最后一项执行:

CCSequence *finalSeq = [CCSequence actions:[CCAnimate actionWithAnimation:sapusAnim restoreOriginalFrame:NO],
     [CCCallFunc actionWithTarget:self selector:@selector(removeCpShapeAndBody)], nil];
[sapusSprite1 runAction:finalSeq];

然后,您将创建一个名为 removeCPShapeAndBody 的方法,该方法将调用 cpSpaceAddPostStepCallback。理想情况下,您应该将所有这些都放在一个对象中,该对象将引用形状和主体(例如 CCSprite 的子类),因此您不必传递它们。

于 2010-11-26T14:31:46.273 回答