Syncing sprite animations in cocos2d -


every , add pulsating sprites scene so:

ccspritebatchnode *batch = (ccspritebatchnode*) [scene getchildbytag: foo1];  sprite = [ccsprite spritewithbatchnode:batch rect:cgrectmake(0, 0, 128, 128)]; sprite.position = foo2 cctintto *a = [cctintto actionwithduration: .5 red:128 green: 128 blue: 128]; cctintto *b = [cctintto actionwithduration: .5 red:255 green: 255 blue: 255];  [sprite runaction:[ccrepeatforever actionwithaction:                    [ccsequence actionone:  two: b]]];  [batch addchild: sprite]; 

i have sprites pulsating in sync, how go this?

hmmm ... not easy. way i'd see of doing schedule 'flasherramp' so:

in .h

nsmutablearray *flashers; 

in .m, init method

flashers = [[nsmutablearray array] retain]; // choose own arc flavor, if retain                                              // dont forget release in dealloc  [self schedule:@selector(flasherramp) interval:1.0f]; 

in .m, create sprite

foo2.visible=no; [flashers addobject foo2]; 

finally

-(void) flasherramp {     (ccsprite *flasher in flashers) {         cctintto *a = [cctintto actionwithduration: .5 red:128 green: 128 blue: 128];         cctintto *b = [cctintto actionwithduration: .5 red:255 green: 255 blue: 255];          [flasher runaction:[ccrepeatforever actionwithaction:                [ccsequence actionone:  two: b]]];         flasher.visible=yes;     }     [flashers removeallobjects]; } 

ps. there drift eventually, depending on how long goes on for.

pps. usability perspective, may not idea if there causality between appearance of flashing sprites , 'asynchronous' gaming event may induce delay of 1 second between triggering event , actual appearance of flasher.

ob cit. : coded memory, not tested, should close.


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