I thought it would be nice to post an answer that outlined the basics of how the update would work if you had explicit control over the sprite.
I was not sure if you are using Cocos2d or Cocos2d-X, but the technique applies anyway. The code is in C ++ using Cocos2d-x.
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( UpdateAnimation()):
const double SECONDS_PER_TICK = 1.0/60;
const double DURATION = 8.0;
const double X_START = 100;
const double Y_START = 200;
const double X_STOP = 800;
const double X_SPEED = (X_STOP-X_START)/DURATION;
const double Y_PERIOD = 4.0;
const double Y_HEIGHT = 100;
const double LAUNCH_ANGLE = M_PI/4;
const CCPoint ANCHOR(X_START,Y_START);
CCPoint RotatePointAboutAnchor(const CCPoint& pt,double theta,const CCPoint& anchor)
{
double xPrime = cos(theta) * (pt.x-anchor.x) - sin(theta) * (pt.y-anchor.y) + anchor.x;
double yPrime = sin(theta) * (pt.x-anchor.x) + cos(theta) * (pt.y-anchor.y) + anchor.y;
return CCPoint(xPrime,yPrime);
}
void HelloWorld::InitAnimation()
{
_ticks = 0;
_ticksTotal = DURATION/SECONDS_PER_TICK;
}
void HelloWorld::UpdateAnimation()
{
if(_ticks <= _ticksTotal)
{
double seconds = _ticks*SECONDS_PER_TICK;
double xPos = X_START + seconds*X_SPEED;
double yPos = Y_START + Y_HEIGHT*sin(seconds*2*M_PI/Y_PERIOD);
CCPoint pos = RotatePointAboutAnchor(CCPoint(xPos,yPos), LAUNCH_ANGLE, ANCHOR);
_sprite->setPosition(pos);
CCLOG("Tick: %d, Seconds: %5.2f, Position: (%f,%f)",_ticks,seconds,pos.x,pos.y);
if(_ticks%10 == 0)
{
CCSprite* marker = CCSprite::create("Icon-72.png");
marker->setScale(0.1);
marker->setPosition(_sprite->getPosition());
marker->setZOrder(50);
addChild(marker);
}
_ticks++;
}
}
void HelloWorld::draw()
{
CCLayer::draw();
CCPoint start;
CCPoint stop;
start = RotatePointAboutAnchor(CCPoint(X_START,Y_START), LAUNCH_ANGLE, ANCHOR);
stop = RotatePointAboutAnchor(CCPoint(X_STOP,Y_START), LAUNCH_ANGLE, ANCHOR);
ccDrawLine(start,stop);
start = RotatePointAboutAnchor(CCPoint(X_START,Y_START+Y_HEIGHT), LAUNCH_ANGLE, ANCHOR);
stop = RotatePointAboutAnchor(CCPoint(X_STOP,Y_START+Y_HEIGHT), LAUNCH_ANGLE, ANCHOR);
ccDrawLine(start,stop);
start = RotatePointAboutAnchor(CCPoint(X_START,Y_START-Y_HEIGHT), LAUNCH_ANGLE, ANCHOR);
stop = RotatePointAboutAnchor(CCPoint(X_STOP,Y_START-Y_HEIGHT), LAUNCH_ANGLE, ANCHOR);
ccDrawLine(start,stop);
}
void HelloWorld::onEnterTransitionDidFinish()
{
InitAnimation();
scheduleUpdate();
}
void HelloWorld::onExitTransitionDidStart()
{
unscheduleUpdate();
}
void HelloWorld::update(float dt)
{
UpdateAnimation();
}
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LAUNCH_ANGLE , , .
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git hub.
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