1.CCCallFunc 只能調用不帶參數的回調方法
2.CCCallFuncN 可以帶一個 參數:
(id)sender
3.CCCallFuncND 可以帶兩個參數 (第二個參數的類型可以是任意類型):
(id)sender batchNode:(CCSpriteBatchNode*)batchNode
直接上用例(sprite動畫一次性播放以後將自己從父節點移除並銷毀):
- (CCSprite*) addOneOffAnimSprite:(CCNode*)parent
position:(CGPoint)position
animName:(NSString*)animName
startIndex:(int)startIndex
endIndex:(int)endIndex
delay:(float)delay
{
CCSpriteFrameCache *frameCache = [CCSpriteFrameCache sharedSpriteFrameCache];
// 1.緩衝sprite幀和紋理
NSString *spriteFrameCacheName = [NSString stringWithFormat:@"%@.plist", animName];
[frameCache addSpriteFramesWithFile:spriteFrameCacheName];
// 2.建立一個精靈批處理結點
NSString *spriteSheetName = [NSString stringWithFormat:@"%@.png", animName];
CCSpriteBatchNode *spriteBatchNode = [CCSpriteBatchNode batchNodeWithFile:spriteSheetName];
[parent addChild:spriteBatchNode z:2];
// 3.收集幀列表
NSMutableArray *frames = [NSMutableArray array];
for(int i = startIndex; i < endIndex+1; ++ i) {
NSString *frameName = [NSString stringWithFormat:@"%@%d.png", animName, i];
CCSpriteFrame *spriteFrame = [frameCache spriteFrameByName: frameName];
[frames addObject: spriteFrame];
}
// 4.建立動畫對象
CCAnimation *animation = [CCAnimation animationWithFrames:frames delay:delay];
id action = [CCAnimate actionWithAnimation:animation restoreOriginalFrame:NO];
id callFunc = [CCCallFuncND actionWithTarget:self selector:@selector(removeSprite:batchNode:) data:spriteBatchNode];
id animSequence = [CCSequence actions:action, callFunc, nil];
// 5.建立 sprite 並且讓它 run 動畫 action~
NSString *fristFrameName = [NSString stringWithFormat:@"%@%d.png", animName, startIndex];
CCSprite *animSprite = [CCSprite spriteWithSpriteFrameName:fristFrameName];
[animSprite setPosition:position];
[animSprite runAction:animSequence];
[spriteBatchNode addChild:animSprite];
return animSprite;
}
- (void) removeSprite:(id)sender batchNode:(CCSpriteBatchNode*)batchNode { // 由 CCCallFuncND 調用~
CCSprite *animSprite = (CCSprite*)sender;
[batchNode removeChild:animSprite cleanup:YES];
}
摘自 yang3wei的專欄