Cocos-2D asteroids style movement (iOS)
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bwheeler96
on Game Development
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Published on 2013-06-07T03:44:09Z
Indexed on
2013/11/04
22:17 UTC
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cocos2d-iphone
|cocos2d
So I have a CCSprite subclass, well call this Spaceship
. Spaceship needs to move on a loop, until I say othersise by calling a method. The method should look something like
- (void)moveForeverAtVelocity
{
// method logic
}
The class Spaceship has two relevant iVars, resetPosition
and targetPosition
, the target is where we are headed, the reset is where we set to when we've hit our target. If they are both off-screen this creates a permanent looping effect.
So for the logic, I have tried several things, such as
CCMoveTo *move = [CCMoveTo actionWithDuration:2 position:ccp(100, 100)];
CCCallBlockN *repeat = [CCCallBlockN
actionWithBlock: ^(CCNode *node) {
[self moveForeverAtVelocity];
}];
[self runAction:[CCSequence actions: move, repeat, nil]];
self.position = self.resetPosition;
recursively calling the moveForeverAtVelocity
method.
This is psuedo-code, so its not perfect. I have hard-coded some of the values for the sake of simplicity.
Enough garble: The problem I am having, how can I make a method that loops forever, but can be called and reset at will. I'm running into issues with creating multiple instances of this method. If you can offer any assistance with creating this effect, that would be appreciated.
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