Cocos2d-x Win32键盘模拟触摸事件

        ​Cocos2d-x支持在Win32下鼠标的单击进行模拟响应触摸事件,也即只支持模拟单点触摸。在之前的文章《如何制作一个横版格斗过关游戏 Cocos2d-x 2.0.4》中带有方向键和攻击键,鼠标的单点触摸已经不能满足在Win32下进行测试的要求,在这里进行扩展让键盘同时模拟响应触摸事件。

Cocos2d-x版本:2.1.3
修改proj.win32文件夹的main.cpp,改后文件内容如下:

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#include  "main.h"
#include  "AppDelegate.h"
#include  "CCEGLView.h"

USING_NS_CC;

LRESULT myWndProcHook(UINT message, WPARAM wParam, LPARAM lParam, BOOL* pProcessed);

// uncomment below line, open debug console
// #define USE_WIN32_CONSOLE

int APIENTRY _tWinMain(HINSTANCE hInstance,
                       HINSTANCE hPrevInstance,
                       LPTSTR    lpCmdLine,
                        int       nCmdShow)
{
    UNREFERENCED_PARAMETER(hPrevInstance);
    UNREFERENCED_PARAMETER(lpCmdLine);

#ifdef USE_WIN32_CONSOLE
    AllocConsole();
    freopen( "CONIN$""r", stdin);
    freopen( "CONOUT$""w", stdout);
    freopen( "CONOUT$""w", stderr);
#endif

     // create the application instance
    AppDelegate app;
    CCEGLView* eglView = CCEGLView::sharedOpenGLView();
    eglView->setFrameSize( 480320);
     //eglView->setFrameSize(960, 640);
     //eglView->setFrameSize(2048, 1536);
     //eglView->setFrameZoomFactor(0.4f);
    eglView->setWndProc(myWndProcHook);  //增加这一句

     int ret = CCApplication::sharedApplication()->run();

#ifdef USE_WIN32_CONSOLE
    FreeConsole();
#endif

     return ret;
}

LRESULT myWndProcHook(UINT message, WPARAM wParam, LPARAM lParam, BOOL* pProcessed)
{
     switch (message)
    {
     case WM_KEYDOWN:
     case WM_KEYUP:
        {
             //以FrameSize == DesignResolutionSize时的坐标设定
            CCPoint pt = CCPointZero;
             switch (wParam)
            {
             case  'A':    //向左
                {
                    pt = ccp( 25255);
                }
                 break;
             case  'D':    //向右
                {
                    pt = ccp( 95256);
                }
                 break;
             case  'W':    //向上
                {
                    pt = ccp( 63214);
                }
                 break;
             case  'S':    //向下
                {
                    pt = ccp( 62290);
                }
                 break;
             case  'J':    //攻击
                {
                    pt = ccp( 367277);
                }
                 break;
             case  'K':    //跳跃
                {
                    pt = ccp( 445247);
                }
                 break;
             default:
                 return  0;
            }
             if (GetKeyState( 'D') & 0x8000)
            {
                 if (GetKeyState( 'W') & 0x8000)       //右上角
                {
                    pt = ccp( 91227);
                }
                 else  if (GetKeyState( 'S') & 0x8000)  //右下角
                {
                    pt = ccp( 91284);
                }
            }
             else  if (GetKeyState( 'A') & 0x8000)
            {
                 if (GetKeyState( 'W') & 0x8000)       //左上角
                {
                    pt = ccp( 36227);
                }
                 else  if (GetKeyState( 'S') & 0x8000)  //左下角
                {
                    pt = ccp( 36284);
                }
            }

            CCEGLView* eglView = CCEGLView::sharedOpenGLView();
            CCSize originalDesignResolutionSize = CCSizeMake( 480320);      //原始的设计分辨率大小
            ResolutionPolicy eResolutionPolicy = kResolutionFixedWidth;      //分辨率策略
            CCSize obDesignResolutionSize = eglView->getDesignResolutionSize();
             int offsetWidth = obDesignResolutionSize.width - originalDesignResolutionSize.width;
             int offsetheight = obDesignResolutionSize.height - originalDesignResolutionSize.height;
            CCSize obScreenSize = eglView->getFrameSize();
             int offsetWidth2 = obScreenSize.width - originalDesignResolutionSize.width;
             int offsetheight2 = obScreenSize.height - originalDesignResolutionSize.height;
             switch (eResolutionPolicy)
            {
             case kResolutionExactFit:
                {
                     //...
                }
                 break;
             case kResolutionNoBorder:
                {
                     //...
                }
                 break;
             case kResolutionShowAll:
                {
                    pt.x += offsetWidth2 /  2;
                    pt.y += offsetheight2 /  2;
                }
                 break;
             case kResolutionFixedHeight:
                {
                     //...
                }
                 break;
             case kResolutionFixedWidth:
                {
                    pt.y += offsetheight;
                }
                 break;
            }
            
            pt.x *= eglView->getScaleX();
            pt.y *= eglView->getScaleY();

             int id = wParam;
             if (message == WM_KEYDOWN)
            {
                eglView->handleTouchesBegin( 1, &id, &pt.x, &pt.y);
            }
             else
            {
                eglView->handleTouchesEnd( 1, &id, &pt.x, &pt.y);
            }

            *pProcessed = TRUE;
        }
         break;
    }

     return  0;
}

从上面代码可以看出,并不直接调用逻辑函数,而是通过调用触摸事件。坐标是以窗口为设计分辨率时来计算的,例如这里的480x320,分辨率改变后会自动计算改变后对于的坐标。


键盘对应的触摸事件如下图所示:

另外,向右+向上=右上角,类似的可以让角色进行对角的行走。

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