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Implementing a life/score system in cocos2d

I am trying to implement a live/score system using cocos2d and box2d. my bodies are box2d bodies which collide as I want them to but the problem is that I have been trying to implement a score system where on each collision a life is removed or reduced from the lives left and after a certain number of collisions(say 3) the game is supposed to stop. On this occasion it doesn't but from the CCLOG I find out that it actually prints out the message I put in to display when the game manager is called but a weird thing is that it calls it forever(see the debugging window below)also it removes the object, "man" from the scene completely on starting the application.

I have a gameManager(singleton) class where in the .h file I have this declared

@interface GameManager : NSObject {
    int lives;
}
-(void)removeLives : (int)val;

and in the gameManager.m file I have this method

-(void)removeLives : (int)val
{
    lives -=val;
    CCLOG(@"YOU HAVE LOST A LIFE MAN");
}

In my main gameLayer.mm file in the update method I have this code

if(kStateColliding){

    if (lives > 0) {
    man.visible = TRUE;

    } else if (lives <= 0) {

        [man stopAllActions];
        man.visible = FALSE;    
        [[GameManager sharedGameManager] removeLives:1];
    }
}

and the lives is initialised in gameManager init method thus

-(id)init {                                                        // 8
    self = [super init];
    if (self != nil) {
    // Game Manager initialized
    CCLOG(@"Game Manager Singleton, init");
    lives = 3;
}

This is a screen shot of the debug console

Implementing a life/score system in cocos2d

Also note that I have a "Man" class which is Box2d class.

Am I doing the correct thing? Please can anyone help me out with how to go about implement开发者_如何学Cing this system and where and how to make the appropriate calls.


Your call to [[GameManager sharedGameManager] removeLives:1] is within the else if (lives <= 0) block. It should only be called when lives > 0.

You will want to do something after the man has no lives left to prevent the if (kStateColliding) block from being called. Also, you will probably want to reset the mans position away from the object it is colliding with to prevent a single "collision" triggering multiple calls to removeLives.

Where are you declaring lives in gameLayer.mm? Make sure it is being set to the value stored in the singleton because with you current code, I dont see how it could possibly by set to 0 or below unless it is being initialized to 0 or you are changing its value elsewhere.

I would ask cocos2d questions like this in the cocos2d forums: http://www.cocos2d-iphone.org/forum/

There you will get answers more quickly, often within minutes.

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