.net barcode generator code project 6: Sprites In-Depth in Objective-C

Printing Data Matrix 2d barcode in Objective-C 6: Sprites In-Depth

CHAPTER 6: Sprites In-Depth
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To recap, from top to bottom, here s how you can create and run a sprite animation: 1. 2. Create NSMutableArray. For each animation frame: a. b. c. 3. 4. 5. Create a CCTexture2D for each image. Create a CCSpriteFrame using the CCTexture2D. Add each CCSpriteFrame to the NSMutableArray.
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Create a CCAnimation using the frames in the NSMutableArray. Optionally, add the CCAnimation to a CCSprite. Use a CCAnimate action to play the animation.
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Shh, calm down no need to take that Valium. If you pack your animation frames into a Texture Atlas, things will get a bit easier and more efficient at the same time. More helpful is to encapsulate all this code into a helper method and stick to a naming convention for your animation files.
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Animation Helper Category
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Since the code to create the animation frames and the animation is common to all animations, you should consider encapsulating this into a helper method. I have done so in the project Sprite05_WithAnimHelper. Instead of using static methods, I decided to extend the CCAnimation class using an Objective-C feature called a category. It offers a way to add methods to an existing class without having to modify the original class. The only downside is that with a category you cannot add member variables to the class, you can only add methods. The following code is the @interface for the CCAnimation category, which I simply named Helper:
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@interface CCAnimation (Helper) +(CCAnimation*) animationWithFile:(NSString*)name frameCount:(int)frameCount delay:(float)delay; @end
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The @interface for a Objective-C category uses the same name as the class it extends, and adds a category name within parentheses. The category name is like a variable name and thus cannot contain spaces or other characters you can t use in variables, like punctuation characters for example. The @interface also must not contain curly brackets, since adding member variables to a category is not possible and not allowed. The actual @implementation for the CCAnimation category uses the same schema as the @interface by appending the category name in parentheses after the class name. Everything else is just like writing regular class methods; in this case, my extension method is named animationWithFile, and takes the file name, the number of frames, and the animation delay as input:
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@implementation CCAnimation (Helper)
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CHAPTER 6: Sprites In-Depth
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// Creates an animation from single files +(CCAnimation*) animationWithFile:(NSString*)name frameCount:(int)frameCount delay:(float)delay { // Load the animation frames as textures and create the sprite frames NSMutableArray* frames = [NSMutableArray arrayWithCapacity:frameCount]; for (int i = 0; i < frameCount; i++) { // Assuming all animation files are named "nameX.png" NSString* file = [NSString stringWithFormat:@"%@%i.png", name, i]; CCTexture2D* texture = [[CCTextureCache sharedTextureCache] addImage:file]; // Assuming that image file animations always use the whole image CGSize texSize = texture.contentSize; CGRect texRect = CGRectMake(0, 0, texSize.width, texSize.height); CCSpriteFrame* frame = [CCSpriteFrame frameWithTexture:texture rect:texRect offset:CGPointZero]; [frames addObject:frame]; } // Return an animation object from all the sprite animation frames return [CCAnimation animationWithName:name delay:delay frames:frames]; } @end
Here s how the naming convention comes into play. The Ship s animations have the base name ship-anim followed by a consecutive number starting with 0 and ending in the .png file extension. For example, the file names for the Ship s animation are named ship-anim0.png through ship-anim4.png. If you create all your animations using that naming scheme, you can use the preceding CCAnimation extension method for all of your animations. TIP: I can t help but notice that a lot of developers and artists have a habit of consecutively naming files with a fixed number of digits, by adding leading zeros where necessary. For example, you might be tempted to name your files my-anim001 through my-anim024. I think this habit goes back to the good-old computer operating systems that were incapable of natural sorting, and thus incorrectly sorted file names with consecutive numbers. Those days are long gone, and you ll actually make it harder for the programmer to load files named like that in a for loop, since you ll have to take into account how many leading zeros should be prepended. There is a nice formatting shortcut, %03i, to prepend zeros so that the number is always at least three digits long. However, I think it s better in our modern world to just name file names consecutively without prepending any leading zeros. You gain a little bit of simplicity and peace of mind. This simplifies the code used to create an animation from individual files a lot:
// The whole shebang is now encapsulated into a Category extension method CCAnimation* anim = [CCAnimation animationWithFile:@"ship-anim" frameCount:5 delay:0.08f];
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