Objective c 运行操作在CCNode内不工作
我有一个从CCNode继承的类。这个类有两个ccsprite。当CCNode初始化时,我希望在两个ccsprite上运行两个操作,但是这些操作被跳过 两个CCSprite变量是infoPanel和bg 标题:Objective c 运行操作在CCNode内不工作,objective-c,cocos2d-iphone,Objective C,Cocos2d Iphone,我有一个从CCNode继承的类。这个类有两个ccsprite。当CCNode初始化时,我希望在两个ccsprite上运行两个操作,但是这些操作被跳过 两个CCSprite变量是infoPanel和bg 标题: //THIS IS NOT WORKING #import "cocos2d.h" @interface GamePopUp : CCSprite <CCTargetedTouchDelegate> @property (strong,rea
//THIS IS NOT WORKING
#import "cocos2d.h"
@interface GamePopUp : CCSprite <CCTargetedTouchDelegate>
@property (strong,readwrite) CCSprite* infoPanel;
@property (strong,readwrite) CCSprite* bg;
+(id)PopupInfo;
-(id)initForInfoPopup;
-(void)onEnter;
-(void)onExit;
-(void) rotate;
@end
//THIS IS WORKING
#import "cocos2d.h"
@interface PopUp : CCSprite {
CCSprite *window,*bg;
CCNode *container;
}
+(id)popUpWithTitle: (NSString *)titleText description:(NSString *)description sprite:(CCNode *)sprite;
- (id)initWithTitle: (NSString *)titleText description:(NSString *)description sprite:(CCNode *)sprite;
-(void)closePopUp;
@end
有趣的是,我在一个教程中找到的另一个类也适用同样的方法。那门课是从雪碧那里继承来的
标题:
//THIS IS NOT WORKING
#import "cocos2d.h"
@interface GamePopUp : CCSprite <CCTargetedTouchDelegate>
@property (strong,readwrite) CCSprite* infoPanel;
@property (strong,readwrite) CCSprite* bg;
+(id)PopupInfo;
-(id)initForInfoPopup;
-(void)onEnter;
-(void)onExit;
-(void) rotate;
@end
//THIS IS WORKING
#import "cocos2d.h"
@interface PopUp : CCSprite {
CCSprite *window,*bg;
CCNode *container;
}
+(id)popUpWithTitle: (NSString *)titleText description:(NSString *)description sprite:(CCNode *)sprite;
- (id)initWithTitle: (NSString *)titleText description:(NSString *)description sprite:(CCNode *)sprite;
-(void)closePopUp;
@end
实施:
- (id)initWithTitle: (NSString *)titleText description:(NSString *)description sprite:(CCNode *)sprite {
self = [super init];
if (self) {
_ourDevice = [[DimensionManager SharedDimensionManager]OurDevice];
CGSize s = [[CCDirector sharedDirector] winSize];
container = sprite;
CCLabelTTF *desc;
int fSize = 36;
if (_ourDevice == iPhone)
{
window = [CCSprite spriteWithFile:@"uglyPopup.png"];
desc = [CCLabelTTF labelWithString:description fontName:@"TOONISH" fontSize:fSize/2];
}else {
window = [CCSprite spriteWithFile:@"uglyPopup-hd.png"];
desc = [CCLabelTTF labelWithString:description fontName:@"TOONISH" fontSize:fSize];
}
window.opacity = 160;
bg = [CCSprite node];
bg.color = ccBLACK;
bg.opacity = 0;
[bg setTextureRect:CGRectMake(0, 0, s.width, s.height)];
bg.anchorPoint = ccp(0,0);
[bg disableTouch];
window.position = ccp(s.width/2, s.height/2);
window.scale = 1;
desc.position = ccp(window.position.x, window.position.y + window.contentSize.height / 2.2);
desc.opacity = (float)255 * .75f;
[window addChild:desc];
[self addChild:bg z:-1 tag:tBG];
[self addChild:window];
[window addChild:container z:2];
//THESE ACTIONS RUN:
[bg runAction:[CCFadeTo actionWithDuration:ANIM_SPEED / 2 opacity:150]];
[window runAction:[CCSequence actions:
[CCScaleTo actionWithDuration:ANIM_SPEED /2 scale:.9],
[CCScaleTo actionWithDuration:ANIM_SPEED /2 scale:.8],
nil]];
}
return self;
}
尝试在OneNet函数中运行操作,如果对象的isRunning布尔值为否,则操作将不会运行
- (void) onEnter
{
[super onEnter];
//These actions do not take place:
[bg runAction:[CCFadeTo actionWithDuration:4 opacity:250]];
[infoPanel runAction:[CCSequence actions:
[CCScaleTo actionWithDuration:4 scale:3],
[CCScaleTo actionWithDuration:4 scale:1],
nil]];
}
我也有同样的问题,但结果不是
onEnter
问题。我的问题是在我的CCNode
中嵌套了三个ccsprite
,并且正在向顶级节点发送runAction。我的问题的解决方案很简单:
在顶级CCNode
上将cascadepacityenabled
标志设置为YES
:
buyBuildingDialog.cascadeOpacityEnabled = YES;
[buyBuildingDialog runAction:[CCActionFadeIn actionWithDuration:0.25]];
嗯,我的isRunning是否定的。即使当onEnter被激活。它不可能是,在[super onEnter]之后;调用isRunning为YES,检查ccNode类中的onEnter函数,最后一条语句为isRunning_u2;=YES;只添加[super-oneter]就足以让init中的操作正常工作。剩下的在Onener中是不需要的。