Cocos2d-x 《雷电大战》-精灵随手指移动,你点哪我走哪!
林炳文Evankaka原创作品。转载请注明出处http://blog.csdn.net/evankaka
本文要实现飞机游戏中,人的手指按着飞机,就能拖着飞机走动,这里实现了当你手指按在手机的图片上,手指一直按着屏幕,飞机就会跟着你走。同时,还加入了边界判断条件,让飞机在你的视野内移动,实现的效果完全和我们手机上的飞机游戏一样。
效果:
Cocos2d-x版本:3.4
工程环境:VS30213
一、代码编写
1、头文件GameMain.h
/** *@作者 林炳文(邮箱:[email protected]) *@博客 http://blog.csdn.net/evankaka *@时间 2015.3.8 *@功能 游戏的主界面 */ #ifndef __GameMain_H__ #define __GameMain_H__ #include "BackLayerDown.h" #include "BackLayerUp.h" #include "cocos2d.h" USING_NS_CC; class GameMain : public cocos2d::Layer { public: static cocos2d::Scene* createScene(); virtual bool init(); virtual bool onTouchBegan(cocos2d::Touch *touch, cocos2d::Event *unused_event); virtual void onTouchMoved(cocos2d::Touch *touch, cocos2d::Event *unused_event); virtual void onTouchEened(cocos2d::Touch *touch, cocos2d::Event *unused_event); virtual void onTouchCancelled(cocos2d::Touch *touch, cocos2d::Event *unused_even); CREATE_FUNC(GameMain); private: bool isHeroPlaneControl;//飞机是否被控制着 float mDeltaX;//英雄飞机随手指移动时的X偏移量 float mDeltaY;//英雄飞机随手指移动时的Y偏移量 Sprite *mHeroPlane;//英雄飞机 }; #endif // __GameMain_H__
然后在GameMain.cpp中增加:
#include "GameMain.h" USING_NS_CC; Scene* GameMain::createScene() { auto scene = Scene::create(); auto layer = GameMain::create(); scene->addChild(layer); return scene; } bool GameMain::init() { Size visibleSize = Director::getInstance()->getVisibleSize(); Point origin = Director::getInstance()->getVisibleOrigin(); //这是地面图层 this->addChild(BackLayerUp::create()); //这是白云图层 this->addChild(BackLayerDown::create()); //加个飞机 mHeroPlane = Sprite::create("air1.png"); mHeroPlane->setPosition(Vec2(visibleSize.width / 2, visibleSize.height / 5)); this->addChild(mHeroPlane, 1, 100); isHeroPlaneControl = false; //打开触摸,增加触摸监听事件 this->setTouchEnabled(true); auto listen = EventListenerTouchOneByOne::create(); listen->onTouchBegan = CC_CALLBACK_2( GameMain::onTouchBegan,this); listen->onTouchMoved = CC_CALLBACK_2(GameMain::onTouchMoved, this); listen->onTouchEnded = CC_CALLBACK_2(GameMain::onTouchEened, this); listen->onTouchCancelled = CC_CALLBACK_2(GameMain::onTouchCancelled, this); listen->setSwallowTouches(false);//不截取触摸事件 Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listen,this); return true; } bool GameMain::onTouchBegan(cocos2d::Touch *touch, cocos2d::Event *unused_event){ Point mHeroPos = mHeroPlane->getPosition(); Point mBeganPos = touch->getLocationInView(); mBeganPos = Director::getInstance()->convertToGL(mBeganPos); //判断当前手指按下区域是否是英雄飞机的区域,并且计算飞机要移动时的偏移量 if (mBeganPos.x > mHeroPos.x - mHeroPlane->getContentSize().width / 2 && mBeganPos.x<mHeroPos.x + mHeroPlane->getContentSize().width / 2 && mBeganPos.y>mHeroPos.y - mHeroPlane->getContentSize().height / 2 && mBeganPos.y < mHeroPos.y + mHeroPlane->getContentSize().height / 2){ isHeroPlaneControl = true; //計算偏移量 mDeltaX = mBeganPos.x - mHeroPos.x; mDeltaY = mBeganPos.y - mHeroPos.y; } return true; } void GameMain::onTouchMoved(cocos2d::Touch *touch, cocos2d::Event *unused_event){ if (isHeroPlaneControl){ Point mMovedPos = touch->getLocationInView(); mMovedPos = Director::getInstance()->convertToGL(mMovedPos); Size visibleSize = Director::getInstance()->getVisibleSize(); Point origin = Director::getInstance()->getVisibleOrigin(); float x = mMovedPos.x - mDeltaX;//記得減去偏移量 float y = mMovedPos.y - mDeltaY; if (x <= mHeroPlane->getContentSize().width / 2 + origin.x)//x到达屏幕左边界 x = mHeroPlane->getContentSize().width / 2 + origin.x; else if (x >= visibleSize.width - mHeroPlane->getContentSize().width / 2)//x到达屏幕右边界 x = visibleSize.width - mHeroPlane->getContentSize().width / 2; if (y <= mHeroPlane->getContentSize().height / 2 + origin.y)//y到达屏幕下边界 y = mHeroPlane->getContentSize().height / 2 + origin.y; else if (y >= visibleSize.height - mHeroPlane->getContentSize().height / 2)//x到达屏幕上边界 y = visibleSize.height - mHeroPlane->getContentSize().height/ 2; //飞机跟随手指移动 mHeroPlane->setPosition(Vec2(x,y)); } } void GameMain::onTouchEened(cocos2d::Touch *touch, cocos2d::Event *unused_event){ isHeroPlaneControl = false; } void GameMain::onTouchCancelled(cocos2d::Touch *touch, cocos2d::Event *unused_even){ isHeroPlaneControl = false; }
这里再说一写主要函数:
头文件增加触摸事件:
virtual bool onTouchBegan(cocos2d::Touch *touch, cocos2d::Event *unused_event); virtual void onTouchMoved(cocos2d::Touch *touch, cocos2d::Event *unused_event); virtual void onTouchEened(cocos2d::Touch *touch, cocos2d::Event *unused_event); virtual void onTouchCancelled(cocos2d::Touch *touch, cocos2d::Event *unused_even);实现文件开启触摸事件监听:
//打开触摸,增加触摸监听事件 this->setTouchEnabled(true); auto listen = EventListenerTouchOneByOne::create(); listen->onTouchBegan = CC_CALLBACK_2( GameMain::onTouchBegan,this); listen->onTouchMoved = CC_CALLBACK_2(GameMain::onTouchMoved, this); listen->onTouchEnded = CC_CALLBACK_2(GameMain::onTouchEened, this); listen->onTouchCancelled = CC_CALLBACK_2(GameMain::onTouchCancelled, this); listen->setSwallowTouches(false);//不截取触摸事件 Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listen,this);
然后就是触摸事件 的处理了:
bool GameMain::onTouchBegan(cocos2d::Touch *touch, cocos2d::Event *unused_event){ Point mHeroPos = mHeroPlane->getPosition(); Point mBeganPos = touch->getLocationInView(); mBeganPos = Director::getInstance()->convertToGL(mBeganPos); //判断当前手指按下区域是否是英雄飞机的区域,并且计算飞机要移动时的偏移量 if (mBeganPos.x > mHeroPos.x - mHeroPlane->getContentSize().width / 2 && mBeganPos.x<mHeroPos.x + mHeroPlane->getContentSize().width / 2 && mBeganPos.y>mHeroPos.y - mHeroPlane->getContentSize().height / 2 && mBeganPos.y < mHeroPos.y + mHeroPlane->getContentSize().height / 2){ isHeroPlaneControl = true; //計算偏移量 mDeltaX = mBeganPos.x - mHeroPos.x; mDeltaY = mBeganPos.y - mHeroPos.y; } return true; } void GameMain::onTouchMoved(cocos2d::Touch *touch, cocos2d::Event *unused_event){ if (isHeroPlaneControl){ Point mMovedPos = touch->getLocationInView(); mMovedPos = Director::getInstance()->convertToGL(mMovedPos); Size visibleSize = Director::getInstance()->getVisibleSize(); Point origin = Director::getInstance()->getVisibleOrigin(); float x = mMovedPos.x - mDeltaX;//記得減去偏移量 float y = mMovedPos.y - mDeltaY; if (x <= mHeroPlane->getContentSize().width / 2 + origin.x)//x到达屏幕左边界 x = mHeroPlane->getContentSize().width / 2 + origin.x; else if (x >= visibleSize.width - mHeroPlane->getContentSize().width / 2)//x到达屏幕右边界 x = visibleSize.width - mHeroPlane->getContentSize().width / 2; if (y <= mHeroPlane->getContentSize().height / 2 + origin.y)//y到达屏幕下边界 y = mHeroPlane->getContentSize().height / 2 + origin.y; else if (y >= visibleSize.height - mHeroPlane->getContentSize().height / 2)//x到达屏幕上边界 y = visibleSize.height - mHeroPlane->getContentSize().height/ 2; //飞机跟随手指移动 mHeroPlane->setPosition(Vec2(x,y)); } } void GameMain::onTouchEened(cocos2d::Touch *touch, cocos2d::Event *unused_event){ isHeroPlaneControl = false; } void GameMain::onTouchCancelled(cocos2d::Touch *touch, cocos2d::Event *unused_even){ isHeroPlaneControl = false; }
方法很简单,代码量也很少,有需要的把上面的自己拿过去,把图片改改,把类名改改就可以了。
其实这里应该把英雄和移动事件单独写一个类,然后在GameMain里头来调用,因为英雄这个类我还构思好,所以先这样写,后头会把英雄飞机单独提取出来成为一个类,就不会在GameMain里头写这么多了;
效果:
\
效果很好,飞机能跟随移动并且不会跑出屏幕范围
二、思路说明
1、首先在onTouchBegan判断触摸点是否在英雄飞机的图片矩形内,若在这个范围内,刚将布尔型的mHeroPlaneControl设置为true,并且计算触摸点的横纵坐标与英雄飞机的锚点坐标的差值。
2、因为要让英雄飞机移动,要修改锚点位置,必须知道锚点位置与触摸位置的偏移量,之后才可以通过这个偏移量设置主角的位置。
3、判断英雄飞机是否跑出屏幕范围了,如果是,就将它设置在边界处,详看上面的两个if判断。
4、在onTouchMoved中,若mHeroPlaneControl为true,说明可以移动英雄飞机。
林炳文Evankaka原创作品。转载请注明出处http://blog.csdn.net/evankaka
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