I am a beginner in cocos2d and im facing a problem with detecting collision for my coins.
Sometimes it works sometimes it doesn't.
So basically, im creating a game which the user (ship) have to avoid the obstacles and collect coins on the way. The collision of the obstacle works well but not for the coins.
I was thinking maybe the loops for creating many coins is the problem but im not sure.
Can anyone help?
My codes:
- (void)update:(ccTime)dt{
double curTime = CACurrentMediaTime();
if (curTime > _nextBridgeSpawn) {
float randSecs = [self randomValueBetween:3.0 andValue:5.0];
_nextBridgeSpawn = randSecs + curTime;
float randX = [self randomValueBetween:50 andValue:500];
float randDuration = [self randomValueBetween:8.0 andValue:10.0];
CCSprite *bridge = [_bridge objectAtIndex:_nextBridge];
_nextBridge++;
if (_nextBridge >= _bridge.count) _nextBridge = 0;
[bridge stopAllActions];
bridge.position = ccp(winSize.width/2, winSize.height);
bridge.visible = YES;
[bridge runAction:[CCSequence actions:
[CCMoveBy actionWithDuration:randDuration position:ccp(0, -winSize.height)],
[CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)],
nil]];
this is where i declare my coins (continued from the update method)
int randCoin = [self randomValueBetween:0 andValue:5];
_coin = [[CCArray alloc] initWithCapacity:randCoin];
for(int i = 0; i < randCoin; ++i) {
coin = [CCSprite spriteWithFile:@"coin.png"];
coin.visible = NO;
[self addChild:coin];
[_coin addObject:coin];
}
float randCoinX = [self randomValueBetween:winSize.width/5 andValue:winSize.width - (border.contentSize.width *2)];
float randCoinY = [self randomValueBetween:100 andValue:700];
float randCoinPlace = [self randomValueBetween:30 andValue:60];
for (int i = 0; i < _coin.count; ++i) {
CCSprite *coin2 = [_coin objectAtIndex:i];
coin2.position = ccp(randCoinX, (bridge.position.y + randCoinY) + (randCoinPlace *i));
coin2.visible = YES;
[coin2 runAction:[CCSequence actions:
[CCMoveBy actionWithDuration:randDuration position:ccp(0, -winSize.height-2000)],
[CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)],
nil]];
}
}
this is to check for collision (also in the update method)
for (CCSprite *bridge in _bridge) {
if (!bridge.visible) continue;
if (CGRectIntersectsRect(ship.boundingBox, bridge.boundingBox)){
bridge.visible = NO;
[ship runAction:[CCBlink actionWithDuration:1.0 blinks:5]];
}
}
}
//this is the collision for coins which only work at times
for (CCSprite *coin2 in _coin) {
if (!coin2.visible) continue;
if (CGRectIntersectsRect(ship.boundingBox, coin2.boundingBox)) {
NSLog(@"Coin collected");
coin2.visible = NO;
}
}
}
Thank you.