[英]How to get objects to react to touches in Cocos2D?
好吧,所以我開始學習更多關於Coco2D的知識,但是我有點冷淡。 我發現的許多教程都是針對代碼的過時版本,因此當我查看並查看它們如何執行某些操作時,我無法將其轉換為我自己的程序,因為已經發生了很多變化。 話雖如此,我正在使用最新版本的Coco2d,版本0.99。
我想要做的是在屏幕上創建一個精靈(完成)然后當我觸摸那個精靈時,我可以發生“某事”。 現在,讓我們發出警報。 現在,我在朋友的幫助下得到了這段代碼。 這是頭文件:
// When you import this file, you import all the cocos2d classes
#import "cocos2d.h"
// HelloWorld Layer
@interface HelloWorld : CCLayer
{
CGRect spRect;
}
// returns a Scene that contains the HelloWorld as the only child
+(id) scene;
@end
這是實現文件:
//
// cocos2d Hello World example
// http://www.cocos2d-iphone.org
//
// Import the interfaces
#import "HelloWorldScene.h"
#import "CustomCCNode.h"
// HelloWorld implementation
@implementation HelloWorld
+(id) scene
{
// 'scene' is an autorelease object.
CCScene *scene = [CCScene node];
// 'layer' is an autorelease object.
HelloWorld *layer = [HelloWorld node];
// add layer as a child to scene
[scene addChild: layer];
// return the scene
return scene;
}
// on "init" you need to initialize your instance
-(id) init
{
// always call "super" init
// Apple recommends to re-assign "self" with the "super" return value
if( (self=[super init] )) {
// create and initialize a Label
CCLabel* label = [CCLabel labelWithString:@"Hello World" fontName:@"Times New Roman" fontSize:64];
// ask director the the window size
CGSize size = [[CCDirector sharedDirector] winSize];
// position the label on the center of the screen
label.position = ccp( size.width /2 , size.height/2 );
// add the label as a child to this Layer
[self addChild: label];
CCSprite *sp = [CCSprite spriteWithFile:@"test2.png"];
sp.position = ccp(300,200);
[self addChild:sp];
float w = [sp contentSize].width;
float h = [sp contentSize].height;
CGPoint aPoint = CGPointMake([sp position].x - (w/2), [sp position].y - (h/2));
spRect = CGRectMake(aPoint.x, aPoint.y, w, h);
CCSprite *sprite2 = [CCSprite spriteWithFile:@"test3.png"];
sprite2.position = ccp(100,100);
[self addChild:sprite2];
//[self registerWithTouchDispatcher];
self.isTouchEnabled = YES;
}
return self;
}
// on "dealloc" you need to release all your retained objects
- (void) dealloc
{
// in case you have something to dealloc, do it in this method
// in this particular example nothing needs to be released.
// cocos2d will automatically release all the children (Label)
// don't forget to call "super dealloc"
[super dealloc];
}
- (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
//CGPoint location = [[CCDirector sharedDirector] convertCoordinate:[touch locationInView:touch.view]];
CGPoint location = [touch locationInView:[touch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
if (CGRectContainsPoint(spRect, location)) {
UIAlertView *alert = [[UIAlertView alloc]
initWithTitle:@"Win"
message:@"testing"
delegate:nil cancelButtonTitle:@"okay"
otherButtonTitles:nil];
[alert show];
[alert release];
NSLog(@"TOUCHES");
}
NSLog(@"Touch got");
}
但是,這僅適用於1個對象,我為其創建CGRect的精靈。 我不能為2個精靈做這個,我正在測試。 所以我的問題是:如何觸摸屏幕上的所有精靈對同一事件作出反應?
對於我的程序,需要為相同類型的所有對象運行相同的事件,這樣才能使它更容易。 我嘗試制作CCNode的子類並重寫該方法,但這根本不起作用......所以我做錯了。 幫助將不勝感激!
通過cocos2D中的“Touches”項目,看看我是否看到了它們是如何做到的。 看起來他們創建了一個子類並覆蓋了這些方法:
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
- (void)ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event
- (void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event
所以現在我弄明白為什么我的不行......嗯......
我知道了。 我不得不在自定義類中添加更多代碼:
頭文件:
//
// CustomCCNode.h
// Coco2dTest2
//
// Created by Ethan Mick on 3/11/10.
// Copyright 2010 Wayfarer. All rights reserved.
//
#import "cocos2d.h"
@interface CustomCCNode : CCSprite <CCTargetedTouchDelegate> {
}
@property (nonatomic, readonly) CGRect rect;
@end
執行:
//
// CustomCCNode.m
// Coco2dTest2
//
// Created by Ethan Mick on 3/11/10.
// Copyright 2010 Wayfarer. All rights reserved.
//
#import "CustomCCNode.h"
#import "cocos2d.h"
@implementation CustomCCNode
- (CGRect)rect
{
CGSize s = [self.texture contentSize];
return CGRectMake(-s.width / 2, -s.height / 2, s.width, s.height);
}
- (BOOL)containsTouchLocation:(UITouch *)touch
{
return CGRectContainsPoint(self.rect, [self convertTouchToNodeSpaceAR:touch]);
}
- (void)onEnter
{
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:YES];
[super onEnter];
}
- (void)onExit
{
[[CCTouchDispatcher sharedDispatcher] removeDelegate:self];
[super onExit];
}
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
NSLog(@"ccTouchBegan Called");
if ( ![self containsTouchLocation:touch] ) return NO;
NSLog(@"ccTouchBegan returns YES");
return YES;
}
- (void)ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event
{
CGPoint touchPoint = [touch locationInView:[touch view]];
touchPoint = [[CCDirector sharedDirector] convertToGL:touchPoint];
NSLog(@"ccTouch Moved is called");
}
- (void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event
{
NSLog(@"ccTouchEnded is called");
}
@end
我是這方面的乞丐,但這個文件給我帶來了很多麻煩,我現在明白了很多東西,正確實例化的方法是:(至少我是怎么做的)
+(id)scene{
CustomCCNode *myNode = [CustomCCNode spriteWithFile:@"myPng.png"];
myNode.position = ccp(150,150);
[scene addChild:myNode];
return scene;
}
打開控制台,查看觸發事件觸發時發送的消息。
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