Cocos2d-x turn based RPG game: run characters' attack animation in sequence - cocos2d-x

I am building a turn-based RPG game with Cocos2d-x 3.3final. I have four sprites, say sprite1, sprite2, sprite3 and sprite4. Each has an associated attack animation(class type Animate*), say sprite1attack, sprite2attack, sprite3attack, sprite4attack.
During the battle, every turn the attack order of these characters changes according to user's operation. In my code, I would like to have a menu callback function that could run the four character's attack animation in sequence when the user clicks its associated button:
void onStart(){
}
If I coded it like:
void onStart(){
sprite1->runAction(sprite1attack);
sprite2->runAction(sprite2attack);
sprite3->runAction(sprite3attack);
sprite4->runAction(sprite4attack);
}
The four animations would run all together.
Are there any good design pattern that can run the sprites' animation in any user wanted sequence?
It's OK to add variables, like vector<int> attackOrder.

When you want to put Some Actions ( from TargetedAction) in sequence, you will need to use TargetedAction.
For example in your case you need something like this:
auto sequnecedAction = Sequence::create(
TargetedAction::create(sprite1,sprite1attackAnimation),
TargetedAction::create(sprite2,sprite2attackAnimation), nullptr);
sprite1->runAction(sequnecedAction);

Related

Keeping the current CCSprite to another scenes

I'm a beginner of using cocos2d-x.
My problem is I dun know how to keep the CCSprite to another scenes.
The details of my case:
I've made a class"Scene01"includes 5 characters CCSprite with attributes, each of them class name like C1,C2...C5.
I've made a "Draw" button at class"Scene02"to draw out 1 of them randomly. I put this action at "CCTouchesBegan"...the character draw setting as below:
if (probability >0 && probability <=20) {result = C1::create();}
else if (probability >20 && probability <=40){result = C2::create();}
...until C5::create();
I use "this->addChild(result);" display on "Scene02" at "CCTouchesBegan".
But I don't know how to keep the generated "result(CCSprite)" to the new scene class"Scene03". Is there any better way(s) to simplify my case or any method(s) can help me to complete it?
You could try the following: retain the Sprite, remove it from Scene02 (keeping it on the heap) and then add it to the Scene03.
//(Scene02)
result->retain();
result->removeFromParent();
..
//(Scene03)
this->addChild(result);
result->release();

Trigger a function when specific frame number is reached - AS3

I wanted friends, do the following when my MC get a determanido internal quandro, it triggers a function to another MC. for example when the ball hit the wall, a person goes to search - la, I have tried using :
("root") {root.MC.play ()}
Translation from comments:
Friends, I have an MC_1 with 10 frames, when it reaches frame 5, I want another movieClip MC_2 to respond (eg: to move or fade etc)
creating a ENTER_FRAME listener for your MC_1 is the easiest way to achieve this
MC_1.addEventListener(Event.ENTER_FRAME,respond);
function respond(e:Event):void{
if(MC_1.currentFrame>=5)
MC_2.gotoAndPlay(2);
//or any other respose you want from MC_2
}
addFrameScript can be used in AS3 to specify a function to execute on reaching a MovieClip frame.
MovieClip.addFrameScript(index:int, func:Function);
A sample implementation of this:
// addFrameScript's index is zero Based, hence 4 means frame 5
MC_1.addFrameScript(4, funcToExecute);
function funcToExecute():void{
// this will get called when MC_1 reaches frame 5
// do stuff here, like manipulating MC_2, etc...
}

Adding scores to game using cocos2d-x

I am creating a game in cocos2d-x and i am trying to add scores in my game. First i declared a score variable and set the value to 0. in Bool function using do while loop increased the value by 1, and using printf I displayed the score but it is not working.Please help me with some code.
Int score;
socre=0
do
{
printf("%d",score);
}while(score>=0)
If you are wanting to display your score graphically on a Layer
make a cocos2d::Label, see the documentation.
set its value: label->setString(std::to_string(score));
addChild(label, 1); in your Layer code where it makes sense.
label->setPosition(...)
There are a number of Label types and constructors that you can use, look up what you might want to use: http://www.cocos2d-x.org/reference/native-cpp/V3.0/db/de4/classcocos2d_1_1_label.html
Here is a simple example using one of the provided constructors:
cocos2d::LabelBMFont* label = cocos2d::LabelBMFont::create(std::to_string(score), "Marker Felt");
label->setAlignment(cocos2d::TextHAlignment::CENTER);
addChild(label, 0);
label->setPosition(...);
When you need to update the score, as it changes, use something like:
_label->setString(std::to_string(score));

AS3. How to change character's template in adobe flash cs5 using AS3?

I'm creating flash game. Here will be abillity to choose one of two (or more) character's. So I have in library created symbol hero. It have 7 animations on click (moving, jumping, attacking etc..)
So I want to create something like hero 2, that player could choose which one likes more. Just how to do that? Create new layer in hero and add animations or how?
I'm asking that because in Action Script 3 I'm adding hero in this case and It always will add the same:
private function create_hero()
{
addChild(Hero);
Hero.gotoAndStop("stay");
Hero.x = stage.stageWidth/2;;
Hero.y = ground.y - 60;
Hero.x_speed = 0;
Hero.y_speed = 0;
}
Maybe here is abillity to make something like that layer2.addChild(Hero);?
Or I need to create new symbol hero2? I don't like this idea, because I have long code to control hero, so for every character I'll need to dublicate code. Could you help me? Thank you.
The proper way is to dynamically create an instance Hero at game start based on the game player's selection. You indeed create two (or more) symbols in Flash CS, with common frame labeling (you can use different animation lengths for different heroes), then, once you've got your hero selection (hero1,hero2,hero3 etc, regardless of their amount) you get the class name from selection and get your Hero variable to be assigned an instance of the respective class. An example:
static var heroes:Array=[hero1,hero2,hero3]; // note: symbol names!
var Hero:MovieClip; // note, not "hero1" or anything, but general MovieClip type
public function selectHero(what:int):void {
// this is called with correct "what", design yourself. I use array index
var whatHero:Class = heroes[what]; // get selected hero symbol
if (Hero && Hero.parent) Hero.parent.removeChild(Hero);
// clean up previous hero. Drop listeners here, if any
Hero = new whatHero(); // get new hero
// process as usual, don't forget to "addChild(Hero)" somewhere
}
How this works: First, you give the player a hero selection dialogue, and call selectHero with proper value of what (0 for hero1, 1 for hero2, etc, as you make your heroes array). Then, the whatHero variable is assigned the corresponding class (yes, one can assign classes to variables in AS3!) And then the class gets instantiated via new construction, and the resultant movie clip is then assigned to Hero variable. After this is done, you can use your hero as before.

Animation flickering problem

This is the game loop in my code and the drawing code:
float frames_per_second = 60;
display_timer = al_create_timer(1/frames_per_second);
queue = al_create_event_queue();
al_register_event_source(queue, al_get_timer_event_source(display_timer));
al_start_timer(display_timer);
while(!end_game)
{
ALLEGRO_EVENT event;
al_wait_for_event(queue, &event);
if(event.type == ALLEGRO_EVENT_DISPLAY_CLOSE) break;
if(event.any.source == al_get_timer_event_source(display_timer))
{update_display();}
update_input();
}
void update_display()
{
al_clear_to_color(al_map_rgb(255, 255,255));
draw_objects(); //this is just an al_draw_bitmap() call
al_flip_display();
}
The animation created by moving objects on screen flickers, I'm surprised by this since I write to the back buffer of the screen thus I expect double buffering. What can I do to correct the flickering? Thanks.
Unrelated to the problem, you can check a timer by looking for the ALLEGRO_EVENT_TIMER event. You can use event.timer.source to check which timer it is, if you have more than one.
I think the main problem here is that you are drawing the graphics at 60fps but you are updating the input at an unlimited rate. This is actually backwards. You want to update the input at a fixed rate. You can draw the graphics as often as you like... although it makes no sense to update the graphics if nothing has changed.
So it should look something more like:
if(event.type == ALLEGRO_EVENT_TIMER)
{
update_input();
update_display();
}
However, this does not implement frame skipping if things get too slow. What you should do is set up the timer in a dedicated queue (that contains no other event sources). Then as long as there are events sitting in that dedicated timer queue, update the input.
Then update the display, assuming you've processed at least one tick. So you may, if things get too slow, do multiple input updates per drawn frame.