Reputation: 823
I was wondering how to call a method after a CCAction
is finished (I would also like to call it every 2.5 seconds after it is first called). I have a sprite that goes to a random position, and I want it to run this method (a shooting bullet one) after it is done moving to its random position. So far the method is called when it is still moving. Can anyone help?
Here is the enemy create method:
(void)enemy1{
gjk= arc4random()%6;
enemy1 = [CCSprite spriteWithFile:@"enemy1.png"];
int d = arc4random()%480+480;
int o = arc4random()%320+320;
x = arc4random()%480;
if( x <= 480 && x>= 460){
x=x-100;
}
if(x <= 100){
x = x+50;
}
y = arc4random()%320;
if(y <=320 && y >= 290){
y = y-100;
}
if(y < 100){
y = y + 100;
}
enemy1.position = ccp(o,d);
[enemy1 runAction:[CCMoveTo actionWithDuration:3 position: ccp(x,y)]];
CCRotateBy *rotation = [CCRotateBy actionWithDuration:20 angle:1080];
CCRepeatForever * repeatforever = [CCRepeatForever actionWithAction:rotation];
[enemy1 runAction:repeatforever];
[self addChild:enemy1];
[enemy addObject :enemy1];
}
And the method for shooting a projectile:
(void)projectileShooting:(ccTime)dt {
projcount++;
if(enemy1.position.y < 320){
v = ccp(player.position.x,player.position.y);
for(CCSprite *enemies in enemy){
CCSprite * projectilebullet = [CCSprite spriteWithFile:@"Projectile.png"];
[proj addObject:projectilebullet];
[self addChild:projectilebullet];
CGPoint MyVector = ccpSub(enemies.position,player.position );
MyVector = ccpNormalize(MyVector);
MyVector = ccpMult(MyVector, enemies.contentSize.width/2);
MyVector = ccpMult(MyVector,-1);
projectilebullet.position = ccpAdd(enemies.position, MyVector);
}
}
The shooting method is called in the init method by the code, so it is called every 2.5 seconds.
[self schedule:@selector(projectileShooting:) interval:2.5];
I know I tried to make the shooting happen by making it so that is shoots when the y position is < 320, but it is still moving when it passes the position of 320.
Upvotes: 1
Views: 142
Reputation: 3751
Adding on to Tayyab's answer, you can simply start the actual scheduling of your projectile firing within the startShooting method (or whatever you want to call it) which is fired at the end of your move action:
[CCSequence actions:
[CCMoveTo actionWithDuration:3 position: ccp(x,y)],
[CCCallFunc actionWithTarget:self selector:@selector(startShooting)],
nil]];
where startShooting is defined as follows:
- (void) startShooting
{
// start scheduling your projectile to fire every 2.5 seconds
[self schedule:@selector(projectileShooting:) interval:2.5];
}
Upvotes: 2
Reputation: 10651
You can make a sequence of actions and at the end of sequence you can give a callback function which will be executed at the end. Something like this
[CCSequence actions:
[CCMoveTo actionWithDuration:3 position: ccp(x,y)],
[CCCallFunc actionWithTarget:self selector:@selector(methodToRunAfterAction)],
nil]];
Upvotes: 4