I have a strange issue.
In my game, I add a "target to the scene in the first level like so:
//Adds the "targets" or in this case falling objects, to the scene and spawns/moves them
-(void)addTarget {
CCSprite *target = [CCSprite spriteWithFile:@"bankercatch.png"
rect:CGRectMake(0, 0, 21, 40)];
target.tag = 1;
[_targets addObject:target];
// Determine where to spawn the target along the X axis
CGSize winSize = [[CCDirector sharedDirector] winSize];
int minX = target.contentSize.width/2;
int maxX = winSize.width - target.contentSize.width/2;
int rangeX = maxX - minX;
int actualX = (arc4random() % rangeX) + minX;//Randomizes the place it will spawn on X-Axis
// Create the target slightly off-screen along the top edge,
// and along a random position along the X axis as calculated above
target.position = ccp(actualX, winSize.height + (target.contentSize.height/2));
[self addChild:target];
// Determine speed of the target
int minDuration = 3.0;
int maxDuration = 5.0;
int rangeDuration = maxDuration - minDuration;
int actualDuration = (arc4random() % rangeDuration) + minDuration;//Speed is randomized between 2 and 5
// Create the actions
id actionMove = [CCMoveTo actionWithDuration:actualDuration
position:ccp(actualX, -target.contentSize.height/2)];
id actionMoveDone = [CCCallFuncN actionWithTarget:self
selector:@selector(spriteMoveFinished:)];
[target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]];
}
This is all fine and good, until I want to make that "target" have an animation as it is falling. So what I do is create the batchNodes and whatnot in the init
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile: @"DuckSpriteSheet_default.plist"];
CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"DuckSpriteSheet_default.png"];
[self addChild:spriteSheet];
NSMutableArray *fallAnimFrames = [NSMutableArray array];
for(int i = 1; i <=4; ++i) {
[walkAnimFrames addObject: [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName: [NSString stringWithFormat:@"duckling%d.png", i]]];
}
CCAnimation *fallAnim = [CCAnimation animationWithFrames:fallAnimFrames delay:0.1f];
self.Duckling = [CCSprite spriteWithSpriteFrameName:@"duckling1.png"];
_Duckling.position = ccp(winSize.width*1.5, winSize.height*1.5);
self.fallAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:fallAnim restoreOriginalFrame:NO]];
//[_Banker runAction:_WalkAction];
[spriteSheet addChild:_Duckling];
And then I tried to change my -AddTarget method to look like this:
//Adds the "targets" or in this case falling objects, to the scene and spawns/moves them
-(void)addTarget {
//CCSprite *target = [CCSprite spriteWithFile:@"bankercatch.png"
// rect:CGRectMake(0, 0, 21, 40)];
_Duckling.tag = 1;
[_targets addObject:_Duckling];
[_Duckling runAction:_fallAction];
// Determine where to spawn the target along the X axis
CGSize winSize = [[CCDirector sharedDirector] winSize];
int minX = _Duckling.contentSize.width/2;
int maxX = winSize.width - _Duckling.contentSize.width/2;
int rangeX = maxX - minX;
int actualX = (arc4random() % rangeX) + minX;//Randomizes the place it will spawn on X-Axis
NSLog(@"About to add Duckling to self");
// Create the target slightly off-screen along the top edge,
// and along a random position along the X axis as calculated above
_Duckling.position = ccp(actualX, winSize.height + (_Duckling.contentSize.height/2));
[self addChild:_Duckling];//PROBLEM HERE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
NSLog(@"Added _Duckling to self");
// Determine speed of the target
int minDuration = 3.0;
int maxDuration = 5.0;
int rangeDuration = maxDuration - minDuration;
int actualDuration = (arc4random() % rangeDuration) + minDuration;//Speed is randomized between 2 and 5
// Create the actions
id actionMove = [CCMoveTo actionWithDuration:actualDuration
position:ccp(actualX, -_Duckling.contentSize.height/2)];
id actionMoveDone = [CCCallFuncN actionWithTarget:self
selector:@selector(spriteMoveFinished:)];
[_Duckling runAction:[CCSequence actions:actionMove, actionMoveDone, nil]];
}
I commented in where the Problem is by using NSLogs to find the line. I get the error
Assertion failure in -[DuckL1Layer addChild:z:tag:], /Users/tyler_reynold/Desktop/Programming/Games/Catch It/Catch It/libs/cocos2d/CCNode.m:388
Not on startup, but when AddTarget is run (it runs on a CCScheduleTimer).
Any Ideas? Thanks