转自:http://blog.csdn.net/liuhongwei123888/article/details/6684279
先看一段代码:
- -(id) init
- {
- // always call "super" init
- // Apple recommends to re-assign "self" with the "super" return value
- if( (self=[super init])) {
- CCTMXTiledMap *gameWorld = [CCTMXTiledMap tiledMapWithTMXFile:@"PositionText.tmx"];
- [self addChild:gameWorld];
- CGSize winSize = [[CCDirector sharedDirector] winSize];
- CCLOG(@"gameWorld.mapSize.width:%.2f gameWorld.mapSize.height:%.2f",gameWorld.mapSize.width, gameWorld.mapSize.height);
- CCLOG(@"gameWorld.tileSize.width: %.2f gameWorld.tileSize.height:%.2f", gameWorld.tileSize.width, gameWorld.tileSize.height);
- CCLOG(@"winSize.width:%.2f winSize.height:%.2f", winSize.width, winSize.height);
- CCSprite *pointSprite = [CCSprite spriteWithFile:@"point.png"];
- [gameWorld addChild:pointSprite z:2 tag:1];
- pointSprite.position = ccp(20,20);
- pointSprite.anchorPoint = ccp(0.5, 0.5);
- CCSprite *rectSprite = [CCSprite spriteWithFile:@"myrect.png"];
- [gameWorld addChild:rectSprite z:1 tag:1];
- rectSprite.position = ccp(20,20);
- rectSprite.anchorPoint = ccp(0.5, 0.5);
- }
- return self;
- }
1、加载地图:
- CCTMXTiledMap *gameWorld = [CCTMXTiledMap tiledMapWithTMXFile:@"PositionText.tmx"];
- CGSize winSize = [[CCDirector sharedDirector] winSize];
- gameWorld.mapSize (10,10)
4、地图格子大小:
- gameWorld.tileSize (20,20)
gameWorld.mapSize * gameWorld.tileSize;
当然这里所说的是地图格子是个正方形,非正方形也容易啦。
6、anchor属性
1) 添加一个精灵,这个精灵是个像素为1*1的红色图片,设置坐标为20,20,即在地图的第一个格子的右上角,设置anchorPoint为(0.5, 0.5)
2) 再添加一个精灵,这个精灵是个像素为20*20的蓝色图片,设置坐标为20,20,即在地图的第一个格子的右上角,同样设置anchorPoint为(0.5, 0.5)
运行效果是矩形精灵的中心和在点精灵的位置,即矩形精灵的锚点为第一个格子的右上角(20,20)坐标 处
去掉两个精灵的anchorPoint属性
运行效果和上面相同
设置rectSprite的anchorPoint为ccp(0,0)
运行效果是矩形精灵的左下角与点精灵重合。
设置rectSprite的anchorPoint为ccp(1,1)
运行效果是矩形精灵的右上角与点精灵重合。
同理设置ccp(0.5, 1) , ccp(1, 0.5)等
由上面可以得出:
1)anchorPoint属性默认为ccp(0.5, 0.5)
2)当设置(0,0)时是以左下角为锚点
3)当设置(1, 1)时是以右上角角为锚点
4)由此可以自己推论到底该把锚点设置在哪里
Cocos2D使用的是OpenGL坐标系
OpenGL坐标系:原点在左下角, X轴向右,Y轴向上
IPhone屏幕坐标系:原点在左上角,X轴向右,Y轴向下
很简单的判断方法:由于Cocos2D的坐标系的原点在左下角。所以精灵内部坐标原点也是左下角,即当anchorPoint为(0, 0)时即以左下角为锚点,为(1,1)时就以右上角为锚点,当然(0.5, 0.5)就是以精灵中心为锚点了。由此可以推算出-2,-3.... 2, 3.... 等值时精灵锚点坐标。
7、坐标转换
- -(id) init
- {
- // always call "super" init
- // Apple recommends to re-assign "self" with the "super" return value
- if( (self=[super init])) {
- CCTMXTiledMap *gameWorld = [CCTMXTiledMap tiledMapWithTMXFile:@"PositionText.tmx"];
- [self addChild:gameWorld];
- CGSize winSize = [[CCDirector sharedDirector] winSize];
- CCLOG(@"gameWorld.mapSize.width:%.2f gameWorld.mapSize.height:%.2f",gameWorld.mapSize.width, gameWorld.mapSize.height);
- CCLOG(@"gameWorld.tileSize.width: %.2f gameWorld.tileSize.height:%.2f", gameWorld.tileSize.width, gameWorld.tileSize.height);
- CCLOG(@"winSize.width:%.2f winSize.height:%.2f", winSize.width, winSize.height);
- CCSprite *pointSprite = [CCSprite spriteWithFile:@"point.png"];
- [gameWorld addChild:pointSprite z:2 tag:1];
- pointSprite.position = ccp(20,20);
- //pointSprite.anchorPoint = ccp(0.5, 0.5);
- CCSprite *rectSprite = [CCSprite spriteWithFile:@"myrect.png"];
- [gameWorld addChild:rectSprite z:1 tag:1];
- rectSprite.position = ccp(40,40);
- rectSprite.anchorPoint = ccp(2, 2);
- [self setIsTouchEnabled:YES];
- }
- return self;
- }
- - (void) registerWithTouchDispatcher {
- [[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:INT_MIN + 1 swallowsTouches:YES];
- }
- - (BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
- CGPoint point = [touch locationInView: [touch view]];
- CCLOG(@"Screen coordX: %.2f coordY: %.2f", point.x, point.y);
- point = [[CCDirector sharedDirector] convertToGL: point];
- CCLOG(@"OpenGL coordX: %.2f coordY: %.2f", point.x, point.y);
- point = [self convertToNodeSpace: point];
- CCLOG(@"CCNode1 coordX: %.2f coordY: %.2f", point.x, point.y);
- point = [self convertTouchToNodeSpace: touch];
- CCLOG(@"CCNode2 coordX: %.2f coordY: %.2f", point.x, point.y);
- point = [[CCDirector sharedDirector] convertToUI:point];
- CCLOG(@"UIView coordX: %.2f coordY: %.2f", point.x, point.y);
- point = [rectSprite convertTouchToNodeSpaceAR:touch];
- CCLOG(@"TouchAR coordX: %.2f coordY: %.2f", point.x, point.y);
- return YES; CCNode
- }
- - (void) ccTouchMoved:(UITouch *)touch withEvent:(UIEvent*)event {
- }
- - (void) ccTouchEnded:(UITouch *)touch withEvent:(UIEvent*)event {
- }
上面的代码添加了UIView的事件处理。由于屏幕和Cocos2D采用不同的坐标系,所以我们需要进行坐标转换。
1)首先获取屏幕坐标
2)将屏幕坐标转换为OpenGL的坐标
3)将OpenGL的坐标转换为Cocos2D的坐标。
从运行结果可以看出Node1和Node2打印出的坐标相同。因为Cocos2D给我们写了covertTouchToNodeSpace方法,可以看看它的源码:
- - (CGPoint)convertTouchToNodeSpace:(UITouch *)touch
- {
- CGPoint point = [touch locationInView: [touch view]];
- point = [[CCDirector sharedDirector] convertToGL: point];
- return [self convertToNodeSpace:point];
- }
UIView输出的是将Cocos2D坐标转换为屏幕即quartz坐标。
4) convertTouchToNodeSpaceAR是将触摸点转换为相对于rectSprite的坐标
8、判断触摸点是否在制定的精灵上
- - (BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
- CGPoint point = [touch locationInView: [touch view]];
- CCLOG(@"Screen coordX: %.2f coordY: %.2f", point.x, point.y);
- point = [[CCDirector sharedDirector] convertToGL: point];
- CCLOG(@"OpenGL coordX: %.2f coordY: %.2f", point.x, point.y);
- point = [self convertToNodeSpace: point];
- CCLOG(@"CCNode1 coordX: %.2f coordY: %.2f", point.x, point.y);
- point = [self convertTouchToNodeSpace: touch];
- CCLOG(@"CCNode2 coordX: %.2f coordY: %.2f", point.x, point.y);
- //point = [[CCDirector sharedDirector] convertToUI:point];
- //CCLOG(@"UIView coordX: %.2f coordY: %.2f", point.x, point.y);
- CCLOG(@"%d", rectSprite.textureRect.size.width);
- CGRect rect = [rectSprite textureRect];
- rect = CGRectMake(0, 0, rect.size.width, rect.size.height);
- CCLOG(@"orgX: %.2f orgY: %.2f width:%.2f height: %.2f",rect.origin.x, rect.origin.y, rect.size.width, rect.size.height);
- point = [rectSprite convertTouchToNodeSpaceAR:touch];
- CCLOG(@"TouchAR coordX: %.2f coordY: %.2f", point.x, point.y);
- if(CGRectContainsPoint(rect, point)) {
- CCLOG(@"You touched in the rectSprite");
- }
- return YES;
- }
9、获取触摸的是哪个tile,并改变该tile.
- CCSprite *rectSprite;
- CCTMXTiledMap *gameWorld;
- int speed = 10;
- -(id) init
- {
- // always call "super" init
- // Apple recommends to re-assign "self" with the "super" return value
- if( (self=[super init])) {
- gameWorld = [CCTMXTiledMap tiledMapWithTMXFile:@"PositionText.tmx"];
- [self addChild:gameWorld];
- CGSize winSize = [[CCDirector sharedDirector] winSize];
- CCLOG(@"gameWorld.mapSize.width:%.2f gameWorld.mapSize.height:%.2f",gameWorld.mapSize.width, gameWorld.mapSize.height);
- CCLOG(@"gameWorld.tileSize.width: %.2f gameWorld.tileSize.height:%.2f", gameWorld.tileSize.width, gameWorld.tileSize.height);
- CCLOG(@"winSize.width:%.2f winSize.height:%.2f", winSize.width, winSize.height);
- CCSprite *pointSprite = [CCSprite spriteWithFile:@"point.png"];
- [gameWorld addChild:pointSprite z:2 tag:1];
- pointSprite.position = ccp(20,20);
- pointSprite.anchorPoint = ccp(0.5, 0.5);
- rectSprite = [CCSprite spriteWithFile:@"myrect.png"];
- [gameWorld addChild:rectSprite z:0 tag: 3];
- rectSprite.position = ccp(40, 40);
- rectSprite.anchorPoint = ccp(0, 0);
- [self setIsTouchEnabled:YES];
- }
- return self;
- }
- - (void) registerWithTouchDispatcher {
- [[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:INT_MIN + 1 swallowsTouches:YES];
- }
- - (BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
- CGPoint point = [touch locationInView: [touch view]];
- point = [self convertTouchToNodeSpace: touch];
- CCLOG(@"CCNode2 coordX: %.2f coordY: %.2f", point.x, point.y);
- CGPoint tilePos = [self tilePosition:point];
- if(tilePos.x == -1 || tilePos.y == -1) return NO;
- CCTMXLayer *ly = [gameWorld layerNamed:@"Layer 0"];
- if([ly tileGIDAt:tilePos] != 3) {
- [ly setTileGID:0 at: tilePos];
- }
- return YES;
- }
- - (void) ccTouchMoved:(UITouch *)touch withEvent:(UIEvent*)event {
- }
- - (void) ccTouchEnded:(UITouch *)touch withEvent:(UIEvent*)event {
- }
- - (CGPoint) tilePosition:(CGPoint)pos {
- CGPoint point;
- CCTMXLayer *ly = [gameWorld layerNamed:@"Layer 0"];
- if(ly== nil) {
- CCLOG(@"Error: Layer not found!");
- return ccp(-1, -1);
- }
- CGSize layerSize = [ly layerSize];
- CGSize tileSize = [gameWorld tileSize];
- int x = pos.x / tileSize.width;
- int y = layerSize.height - pos.y / tileSize.height;
- if((x >= 0) && (x < layerSize.width) && (y >= 0) && (y < layerSize.height)) {
- point = ccp(x, y);
- } else {
- point = ccp(-1, -1);
- }
- if(point.x < 0) return ccp(-1, -1);
- if(point.y < 0) return ccp(-1, -1);
- if(point.x >= layerSize.width) return ccp(-1, -1);
- if(point.y >= layerSize.height) return ccp(-1, -1);
- CCLOG(@"%d, %d", x, y);
- return point;
- }