Reputation: 675
I have around 10 sprite of same image and these are moving, i want to change the image(2 images) of all sprite alternatively by using timer. I am using following code but its not working for me
CCSprite *target = [CCSprite spriteWithFile:@"images1.png" rect:CGRectMake(0, 0, 120, 140)];
// Determine where to spawn the target along the Y axis
winSize = [[CCDirector sharedDirector] winSize];
int minY = target.contentSize.height/2;
int maxY = (winSize.height/2) - target.contentSize.height/2;
int rangeY = maxY - minY;
int actualY = (arc4random() % rangeY) ;
// Create the target slightly off-screen along the right edge,
// and along a random position along the Y axis as calculated above
target.position = ccp(winSize.width + (target.contentSize.width/2), actualY);
[self addChild:target];
// Determine speed of the target
int minDuration = 2.0;
int maxDuration = 4.0;
int rangeDuration = maxDuration - minDuration;
int actualDuration = (arc4random() % rangeDuration) + minDuration;
id delayTime1 = [CCDelayTime actionWithDuration:1.0f];
id calFun1 = [CCCallBlock actionWithBlock:^{
//HERE SET BLUE TEXTURE..
[target setTexture:[[CCSprite spriteWithFile:@"image1.png"]texture]];
}];
id delayTime2 = [CCDelayTime actionWithDuration:1.0f];
id calFun2 = [CCCallBlock actionWithBlock:^{
//HERE SET RED TEXTURE..
[target setTexture:[[CCSprite spriteWithFile:@"image2.png"]texture]];
}];
// Create the actions
id actionMove = [CCMoveTo actionWithDuration:actualDuration*2.5 position:ccp(-target.contentSize.width/2, actualY)];
id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)];
id sequece = [CCSequence actions:delayTime1, calFun1, delayTime2, calFun2,actionMove, actionMoveDone, nil];
id repeate = [CCRepeatForever actionWithAction:sequece];
[target runAction:repeate];
But by using this code only one image is continuously showing on sprite. The image is not changing.
Upvotes: 1
Views: 398
Reputation: 12719
Try this
-(CCSpriteFrame *)getImageWithName:(NSString *)image{
CCSprite *sprite=[CCSprite spriteWithFile:image];
CCSpriteFrame *frame=[CCSpriteFrame frameWithTexture:sprite.texture rect:CGRectMake(0, 0, sprite.contentSize.width, sprite.contentSize.height)];
return frame;
}
Then
[target setDisplayFrame:[self getImageWithName:@"image1"]];
[target setDisplayFrame:[self getImageWithName:@"image2"]];
Upvotes: 1