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http://blog.csdn.net/linyongliang?viewmode=list
摇杆代码请看摇杆那部分 不过要把
CCPoint getDirection();
float getVelocity();
弄在public处
角度是笛卡尔坐标系。左下角为原点。角度0到2 PI。
void LayerPlay::updatePlayer(float dt)
{
float velocity=rocker->getVelocity();
if (velocity<2)return;
CCPoint point=rocker->getDirection();
float angle=atan2f(-point.y,-point.x);
turnToAngle(anglePlayer,angle,0.15f);
spritePlayer->setRotation(-anglePlayer*180/M_PI);
point=ccp(velocity*cos(anglePlayer),velocity*sin(anglePlayer));
velocity*=0.2f;
float x=velocity*cos(anglePlayer);
float y=velocity*sin(anglePlayer);
if ((pointPlayer.x+x<1280-120)&&(pointPlayer.x+x>120))
{
pointPlayer.x+=x;
}
if ((pointPlayer.y+y<720-120)&&(pointPlayer.y+y>120))
{
pointPlayer.y+=y;
}
//pointPlayer=ccpAdd(pointPlayer,point);
spritePlayer->setPosition(ccp(pointPlayer.x*ratioWidth,pointPlayer.y*ratioHeight));
}
static void getSmallAngle(float& angle)
{
while(angle>=2*M_PI)
{
angle=angle-2*M_PI;
}
while(angle<0)
{
angle=angle+2*M_PI;
}
}
static void turnToAngle(float& fromAngle,float& toAngle,float range)
{
getSmallAngle(fromAngle);
getSmallAngle(toAngle);
float temp=fromAngle-toAngle;
if ((temp>-2*M_PI+range&&temp<=-M_PI)||(temp>range&&temp<=M_PI))
{
fromAngle-=range;
}
else if ((temp>-M_PI&&temp<-range)||(temp>M_PI&&temp<2*M_PI-range))
{
fromAngle+=range;
}
}
其中ratioElement ratioWidth ratioHeight 是缩放变量可以不管。这个是通过摇杆来获取信息来调整玩家的位子和角度
其中屏幕分辨率是1280*720 的 最多不能走出距离边缘120像素地方