I am tring to follow this post post and combine it with the ShootThemUp example from
LearnCocos2d. Unfortunately I am a bit confused as I got an issue with animating the parts of a subclass of CCSprite and an issue in accessing to the frame names inside the texture map.
ACCESSING SPRITE FRAME NAMES
I do get the following expection:
CCSpriteFrameCache: Trying to use file 'game-art.png' as texture
when trying to access the frame name as in the ShootEmUp example:
head = [CCSprite initWithSpriteFrameName:@"head.png"];
Here is the modified code:
@implementation ShipEntity
@synthesize lifes;
+(id) ship
{
self = [[[self alloc] init] autorelease];
[self addParts];
return self;
}
-(void) addParts
{
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"game-art.plist"];
body = [CCSprite node];
// head = [CCSprite spriteWithSpriteFrame:[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:@"head.png"]];
head = [CCSprite initWithSpriteFrameName:@"head.png"];
[head setPosition:CGPointMake(10,10)];
[body addChild:head];
[self addChild:body];
/**
// create an animation object from all the sprite animation frames
CCAnimation* anim = [CCAnimation animationWithFrame:@"head-anim" frameCount:3 delay:0.08f];
// add the animation to the sprite (optional)
[head addAnimation:anim];
// run the animation by using the CCAnimate action
CCAnimate* animate = [CCAnimate actionWithAnimation:anim];
CCRepeatForever* repeat = [CCRepeatForever actionWithAction:animate];
[head runAction:repeat];
**/
[self scheduleUpdate];
//should use spawn method..
initialHitPoints=2;
hitPoints=initialHitPoints;
lifes=3;
[[GameScene sharedGameScene] setLifeCount:lifes];
}
If I do replace:
head = [CCSprite initWithSpriteFrameName:@"head.png];
with
head = [CCSprite spriteWithSpriteFrame:[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:@"head.png"]];
then it does add it. Why do I need to do this? In the ShootthemUp example it did work by accessing the sprite frame name directly.I think I need to find a way to make the plst file visible withing all the source code I am writing..
ANIMATION ISSUE
Finally, I tried to add an animation by uncommenting the following bit of code (assume I do have the head-anim files in the game-art.png and game-art.plist files:
CCAnimation* anim = [CCAnimation animationWithFrame:@"head-anim" frameCount:3 delay:0.08f];
// add the animation to the sprite (optional)
[head addAnimation:anim];
// run the animation by using the CCAnimate action
CCAnimate* animate = [CCAnimate actionWithAnimation:anim];
CCRepeatForever* repeat = [CCRepeatForever actionWithAction:animate];
[head runAction:repeat];
But it did not work.. any suggestion?
This is the stacktrace of the exception:
012-02-28 12:15:14.068 ShootEmUp[26182:40b] cocos2d: CCSpriteFrameCache: Trying to use file 'game-art.png' as texture
2012-02-28 12:15:14.109 ShootEmUp[26182:40b] cocos2d: CCSpriteFrameCache: Trying to use file 'game-art.png' as texture
2012-02-28 12:15:14.109 ShootEmUp[26182:40b] +[CCSprite initWithSpriteFrameName:]: unrecognized selector sent to class 0x10cbf0
2012-02-28 12:15:14.111 ShootEmUp[26182:40b] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '+[CCSprite initWithSpriteFrameName:]: unrecognized selector sent to class 0x10cbf0'
*** Call stack at first throw:
(
0 CoreFoundation 0x013f0be9 __exceptionPreprocess + 185
1 libobjc.A.dylib 0x015455c2 objc_exception_throw + 47
2 CoreFoundation 0x013f27bb +[NSObject(NSObject) doesNotRecognizeSelector:] + 187
3 CoreFoundation 0x01362366 ___forwarding___ + 966
4 CoreFoundation 0x01361f22 _CF_forwarding_prep_0 + 50
5 ShootEmUp 0x0000c7cd -[ShipEntity addParts] + 349
6 ShootEmUp 0x0000c64d +[ShipEntity ship] + 141
7 ShootEmUp 0x000038ae -[GameScene initWithId:] + 1102
8 ShootEmUp 0x00003413 +[GameScene sceneWithId:] + 131
9 ShootEmUp 0x00010e9f -[Navigator LaunchLevel:] + 143
10 CoreFoundation 0x0136167d __invoking___ + 29
11 CoreFoundation 0x01361551 -[NSInvocation invoke] + 145
12 ShootEmUp 0x0004be75 -[CCMenuItem activate] + 85
13 ShootEmUp 0x00012d86 -[SlidingMenuGrid ccTouchEnded:withEvent:] + 454
14 ShootEmUp 0x000a40b1 -[CCTouchDispatcher touches:withEvent:withTouchType:] + 1633
15 ShootEmUp 0x000a4bff -[CCTouchDispatcher touchesEnded:withEvent:] + 111
16 ShootEmUp 0x000a6ab1 -[EAGLView touchesEnded:withEvent:] + 113
17 UIKit 0x008a30d1 -[UIWindow _sendTouchesForEvent:] + 567
18 UIKit 0x0088437a -[UIApplication sendEvent:] + 447
19 UIKit 0x00889732 _UIApplicationHandleEvent + 7576
20 GraphicsServices 0x02998a36 PurpleEventCallback + 1550
21 CoreFoundation 0x013d2064 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 52
22 CoreFoundation 0x013326f7 __CFRunLoopDoSource1 + 215
23 CoreFoundation 0x0132f983 __CFRunLoopRun + 979
24 CoreFoundation 0x0132f240 CFRunLoopRunSpecific + 208
25 CoreFoundation 0x0132f161 CFRunLoopRunInMode + 97
26 GraphicsServices 0x02997268 GSEventRunModal + 217
27 GraphicsServices 0x0299732d GSEventRun + 115
28 UIKit 0x0088d42e UIApplicationMain + 1160
29 ShootEmUp 0x00002844 main + 100
It seems related to not finding the file but I can’t understand why in the example it does find it and why in my code doesn’t .. I know is a bit silly and there must be an obvious reason that I am missing. Is also the first time I try to generate a plst and png file and hence I might have done some errors..
[EDIT NOTE: Difference in settings between my game-art files -left image- and the ShootthemUp ones – right image]

Thanks for the answer, I haven’t accepted it as the reason for which I was having problem was relatead to this other question post that I asked.. I did not realize that I needed both -hd and not -hd file in the App which was causing the confusing (I had added only one sprite atlas file in the resource folder and whenver I was trying to access a frame within it the App was complaining as it was set to run on retina display and wasn’t finding both resource files). I wouldn’t have imagined that without the answer I received in the post 1.
Thanks for your help!