上篇最后遇到是神马问题呢?
原来由于现在seq动作的时间变得不确定了,jump的持续时间不能对应发生变化,导致可能选手在比赛后边就没有跳跃动作了!这虽不影响整个代码逻辑,却多少有些让玩家不爽.
一种解决办法就是,将jump动作设置为永久重复动作,然后在回调block中将其关闭即可.因为Obj-C中的block是闭包(不太清楚闭包的童鞋请自行度娘),所以在block中引用外面的jump都不是个事儿.
下面是完整的matchRun方法的实现:
-(void)matchRun{
CCLOG(@"%@ invoke!",NSStringFromSelector(_cmd));
if (_matching) {
return;
}
[self matchReset];
_matching = YES;
for (Player *player in _players) {
CCTime duration = (CCRANDOM_0_1() * 500.0/100) + 5.0;
CCActionMoveBy *moveBy = [CCActionMoveBy actionWithDuration:duration position:ccp(0.9f, 0)];
CCActionJumpBy *jump = [CCActionJumpBy actionWithDuration:duration position:ccp(0, 0) height:0.05 jumps:20];
CCActionRepeatForever *repeat = [CCActionRepeatForever actionWithAction:jump];
CCActionCallBlock *blk = [CCActionCallBlock actionWithBlock:^{
_finishedCount++;
[player endMatch];
[player stopAction:repeat];
if (_finishedCount == 1) {
_bestElapsedTime = player.elapsedTime;
}
CCLabelTTF* label = (CCLabelTTF*)_labelArray[player.playerNumber-1];
NSTimeInterval intervalOffset = player.elapsedTime - _bestElapsedTime;
if (intervalOffset > 0) {
label.string = [NSString stringWithFormat:@"NO.%d +%.4f s",_finishedCount,intervalOffset];
}else{
label.string = [NSString stringWithFormat:@"NO.%d %.4f s",_finishedCount,player.elapsedTime];
}
label.visible = YES;
if (_finishedCount == PlayerCount) {
_finishedCount = 0;
_matching = NO;
}
}];
CCActionSequence *seq = [CCActionSequence actionWithArray:@[moveBy,blk]];
player.speed = [CCActionSpeed actionWithAction:seq speed:1.0];
[player runAction:player.speed];
[player runAction:repeat];
[player startMatch];
}
}