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( 480, 320); //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( 25, 255); } break; case 'D': //向右 { pt = ccp( 95, 256); } break; case 'W': //向上 { pt = ccp( 63, 214); } break; case 'S': //向下 { pt = ccp( 62, 290); } break; case 'J': //攻击 { pt = ccp( 367, 277); } break; case 'K': //跳跃 { pt = ccp( 445, 247); } break; default: return 0; } if (GetKeyState( 'D') & 0x8000) { if (GetKeyState( 'W') & 0x8000) //右上角 { pt = ccp( 91, 227); } else if (GetKeyState( 'S') & 0x8000) //右下角 { pt = ccp( 91, 284); } } else if (GetKeyState( 'A') & 0x8000) { if (GetKeyState( 'W') & 0x8000) //左上角 { pt = ccp( 36, 227); } else if (GetKeyState( 'S') & 0x8000) //左下角 { pt = ccp( 36, 284); } } CCEGLView* eglView = CCEGLView::sharedOpenGLView(); CCSize originalDesignResolutionSize = CCSizeMake( 480, 320); //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。