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Cocos2d 旋转触摸移动问题

[英]Cocos2d rotation on touches moved problem

I have a spear like sprite.我有一个像精灵一样的长矛。 It rotation is decided by touchesMoved method.它的旋转由 touchesMoved 方法决定。 whenever the user slides his finger it points towards that touch.每当用户滑动手指时,它就会指向该触摸。 This is my method:这是我的方法:

- (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {

    UITouch* touch = [touches anyObject];
    CGPoint location = [touch locationInView: [touch view]];


    float angleRadians = atanf((float)location.y / (float)location.x);
    float angleDegrees = CC_RADIANS_TO_DEGREES(angleRadians);

    spear.rotation = -1 * angleDegrees;

}

This kinda works, but only from 0 to 45 degrees.这有点工作,但只能从 0 到 45 度。 and it goes opposite.它相反。 So as I am moving from finger for bottom to top, it rotates clockwise (it should follow direction of fnger and rotate counter clockwise).所以当我从手指向下移动到顶部时,它顺时针旋转(它应该跟随手指的方向并逆时针旋转)。 From 45 to 90, it works fine (moves counter clickwise) but only if i start the touch in upper diagonal of the screen.从 45 到 90,它工作正常(反向点击移动),但前提是我在屏幕的上对角线开始触摸。

What am i doing wrong?我究竟做错了什么? Thanks谢谢

#define PTM_RATIO 32

- (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{

    for( UITouch *touch in touches ) {

        CGPoint location = [touch locationInView: [touch view]];

        location = [[CCDirector sharedDirector] convertToGL: location];

        b2Vec2 locationWorld = b2Vec2(location.x/PTM_RATIO, location.y/PTM_RATIO);

        spriteBody->SetTransform(locationWorld,spriteBody->GetAngle());
    }
}

-(void) tick: (ccTime) dt
{

    //It is recommended that a fixed time step is used with Box2D for stability
    //of the simulation, however, we are using a variable time step here.
    //You need to make an informed choice, the following URL is useful
    //http://gafferongames.com/game-physics/fix-your-timestep/

    int32 velocityIterations = 8;
    int32 positionIterations = 1;

    // Instruct the world to perform a single step of simulation. It is
    // generally best to keep the time step and iterations fixed.
    m_world->Step(dt, velocityIterations, positionIterations);

    //  for (int i = 0; i < (int)birds.size(); i++)
    //      birds[i]->render();

    //Iterate over the bodies in the physics world
    for (b2Body* b = m_world->GetBodyList(); b; b = b->GetNext())
    {
        if (b->GetUserData() != NULL) {
            //Synchronize the AtlasSprites position and rotation with the corresponding body
            CCSprite *myActor = (CCSprite*)b->GetUserData();
            myActor.position = CGPointMake( b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO);
            myActor.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle());
        }   
    }
}

Figured out what was wrong.弄清楚出了什么问题。 I needed to change the CGPoint I got from the touches into GL point like this:我需要将触摸得到的 CGPoint 更改为 GL 点,如下所示:

CGPoint location = [touch locationInView: [touch view]];

location = [[CCDirector sharedDirector] convertToGL: location]; location = [[CCDirector sharedDirector] convertToGL: location];

Silly me.傻我。 Should have thought about this before.以前应该考虑过这个。

CGPoint touchLocation = [touch locationInView: [touch view]];
touchLocation = [[CCDirector sharedDirector] convertToGL:touchLocation];
touchLocation = [self convertToNodeSpace:touchLocation];    
GPoint diff = ccpSub(touchLocation, _player.position);

//rotate to face the touch
CGPoint diff = ccpSub(_player.position, touchLocation);
float angleRadians = atanf((float)diff.y / (float)diff.x);
float angleDegrees = CC_RADIANS_TO_DEGREES(angleRadians);
float cocosAngle = -1 * angleDegrees;

if(diff.x < 0)
{
            cocosAngle += 180;
}

id actionRotateTo = [CCRotateTo actionWithDuration:0.1 angle:cocosAngle];
[_player runAction:actionRotateTo];

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