Reputation: 21966
I have subclassed CCSprite to make a Zombie object.It just loads a zombie image and let the user move it:
@implementation Zombie
@synthesize speed; // CGFloat
- (id) initWithPosition: (CGPoint) position
{
if(self= [super initWithFile: @"zombie_icon.png"])
{
CCTouchDispatcher* dispatcher=[CCTouchDispatcher sharedDispatcher];
self.position=position;
self.scale= 0.25;
speed= 50.0;
[dispatcher addTargetedDelegate: self priority: 0 swallowsTouches: YES];
}
return self;
}
#pragma - mark Movements
- (NSTimeInterval) timeFromDestination: (CGPoint) destination
{
CGFloat distance= sqrt( pow (fabs(self.position.x-destination.x),2) + pow (fabs(self.position.y-destination.y),2));
return distance/speed;
}
- (BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
return YES;
}
- (void) ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event
{
CGPoint location=[self convertTouchToNodeSpace: touch];
NSTimeInterval duration= [self timeFromDestination: location];
[self runAction: [CCMoveTo actionWithDuration: duration position: location]];
}
@end
So in my layer I do this:
Zombie* zombie=[[Zombie alloc]initWithPosition: CGPointMake(200, 250)];
[self addChild: zombie];
[zombie release];
The zombie moves sometimes correctly and sometimes not.
For example the zombie is in (100,100), I click in (200,200), it moves towards that direction, but when it reaches (200,200) it keep going until it goes off the screen.
Later I could upload a video if you say that the description of the problem isn't so clear.
Upvotes: 0
Views: 188
Reputation: 9079
you probably got your destination wrong (logging helps). Your zombie's current position is in parent's node space coordinates, and you have it moving to a destination that in in zombie's node space notation.
Upvotes: 1