android模拟摇杆绘制

[java]   view plain copy print ?

  • package com.rp;  
  •   
  • import android.graphics.Canvas;  
  • import android.graphics.Color;  
  • import android.graphics.Paint;  
  •   
  • public class Rocker {   
  • double degreesByNormalSystem = Double.NaN;//一般坐标系下的角度   
  • double rad = Double.NaN;//当前遥感的弧度   
  • int rockerColor = Color.GREEN;  
  • //定义两个圆形的中心点坐标与半径   
  • private static final float rockerCenterXMarginRight4ScreenWidthPercent = 0.05f;//摇杆右边界宽度相对于屏幕宽度百分比   
  • private static final float rockerCenterYMarginBottom4ScreenHeightPercent = 0.05f;//摇杆右边界高度相对于屏幕百分比   
  • private static final float rockerR4ScreenWidthPercent = 0.1f;   
  • private float smallCenterX = 120, smallCenterY = 120, smallCenterR = 20;  
  • private float BigCenterX = 120, BigCenterY = 120, BigCenterR = 40;   
  • Paint paint;   
  • /*
  • * 因为要考虑适应屏幕,所以需要将屏幕宽高放进来
  • * */  
  •   
  • public Rocker(int screenWidth,int screenHeight) {  
  • super();  
  • paint = new Paint();  
  • paint.setAntiAlias(true);   
  • BigCenterR = screenWidth*rockerR4ScreenWidthPercent;   
  • BigCenterX = smallCenterX = screenWidth - BigCenterR*1.5f - rockerCenterXMarginRight4ScreenWidthPercent*screenWidth;  
  • BigCenterY = smallCenterY = screenHeight - BigCenterR*1.5f - rockerCenterYMarginBottom4ScreenHeightPercent*screenHeight;   
  • smallCenterR = BigCenterR/2;  
  • }  
  •   
  • void draw(Canvas canvas){   
  • paint.setColor(rockerColor);  
  • paint.setAlpha(0x77);  
  • canvas.drawCircle(BigCenterX, BigCenterY, BigCenterR, paint);   
  • canvas.drawCircle(smallCenterX, smallCenterY, smallCenterR, paint);   
  • paint.setColor(Color.BLACK);  
  • canvas.drawText("原点在左上坐标系下的弧度:"+rad, 20, 20, paint);  
  • canvas.drawText("由该弧度计算得出角度:"+(rad*180/Math.PI), 20, 40, paint);  
  • canvas.drawText("原点在左下坐标系角度:"+degreesByNormalSystem, 20, 60, paint);   
  • }  
  •   
  •   
  • float getDegrees(float firstX,float firstY,float secondX,float secondY ){   
  • float ret = (float)Math.atan((firstY-secondY)/(firstX-secondX))*180/(float)Math.PI;   
  • if(firstX<secondX){  
  • ret += 180;  
  • }else {  
  • ret += 360;  
  • }  
  • ret = ret >= 360 ? ret - 360: ret;   
  • return ret;  
  • }   
  •   
  • /**  
  • * 小圆针对于大圆做圆周运动时,设置小圆中心点的坐标位置
  • * @param centerX  
  • * 围绕的圆形(大圆)中心点X坐标
  • * @param centerY  
  • * 围绕的圆形(大圆)中心点Y坐标
  • * @param R
  • * 围绕的圆形(大圆)半径
  • * @param rad  
  • * 旋转的弧度  
  • */  
  • public void setSmallCircleXY(float centerX, float centerY, float R, double rad) {  
  • //获取圆周运动的X坐标   
  • smallCenterX = (float) (R * Math.cos(rad)) + centerX;  
  • //获取圆周运动的Y坐标   
  • smallCenterY = (float) (R * Math.sin(rad)) + centerY;  
  • }  
  •   
  • /**
  • * 得到两点之间的弧度
  • * @param px1 第一个点的X坐标
  • * @param py1 第一个点的Y坐标
  • * @param px2 第二个点的X坐标
  • * @param py2 第二个点的Y坐标
  • @return
  • */  
  • public double getRad(float px1, float py1, float px2, float py2) {  
  • //得到两点X的距离   
  • float dx = px2 - px1;  
  • //得到两点Y的距离   
  • float dy = py1 - py2;  
  • //算出斜边长   
  • float Hypotenuse = (float) Math.sqrt(Math.pow(dx, 2) + Math.pow(dy, 2));  
  • //得到这个角度的余弦值(通过三角函数中的定理 :邻边/斜边=角度余弦值)   
  • float cosAngle = dx / Hypotenuse;  
  • //通过反余弦定理获取到其角度的弧度   
  • float rad = (float) Math.acos(cosAngle);  
  • //当触屏的位置Y坐标<摇杆的Y坐标我们要取反值-0~-180 ????   
  • if (py2 < py1) {  
  • rad = -rad;  
  • }  
  • return rad;  
  • }  
  •   
  • boolean WORKING = false;  
  •   
  • public void reset() {  
  • smallCenterX = BigCenterX;  
  • smallCenterY = BigCenterY;  
  • WORKING = false;  
  • }  
  •   
  • public void update(int pointX,int pointY) {   
  • if(WORKING){   
  • //判断用户点击的位置是否在大圆内   
  • if (Math.sqrt(Math.pow((BigCenterX - pointX), 2) + Math.pow((BigCenterY - pointY), 2)) <= (BigCenterR )) {  
  • //让小圆跟随用户触点位置移动   
  • smallCenterX = pointX;  
  • smallCenterY = pointY;   
  • this.rad = getRad(BigCenterX, BigCenterY, pointX, pointY);   
  • }   
  • else {   
  • this.rad = getRad(BigCenterX, BigCenterY, pointX, pointY);   
  • setSmallCircleXY(BigCenterX, BigCenterY, BigCenterR, rad);  
  • }   
  • degreesByNormalSystem = getDegrees(BigCenterX,BigCenterY,smallCenterX,smallCenterY);   
  • }  
  • }  
  •   
  • public void begin(int pointX,int pointY) {  
  • if (Math.sqrt(Math.pow((BigCenterX - pointX), 2) + Math.pow((BigCenterY - pointY), 2)) <= (BigCenterR )) {  
  • WORKING = true;  
  • update(pointX,pointY);  
  • } else{  
  • WORKING = false;  
  • }  
  • }   
  • }


这类方法很多,网上一大堆,我给大家找了一个,但是这个还没完善如何判断按键是左还是右。于是我加了点自己的笨方法,有好的方法大家评论指出,谢谢


[mw_shl_code=java,true]#include "cocos2d.h" 
using namespace cocos2d; 

class Joystick : 
public CCLayer 
{//本文出自小柒的博客<A >http://blog.csdn.net/cq361106306</A> [/mw_shl_code]

[mw_shl_code=java,true]public: 
Joystick(void); 
~Joystick(void); 
public: 
CCPoint centerPoint; // 摇杆中心 
CCPoint currentPoint; // 摇杆当前位置 
bool active; // 是否激活摇杆 
float radius; // 摇杆半径 
CCSprite *jsSprite; // 摇杆实例 

//************************************ 
// Method: Active 
// FullName: Joystick::Active 
// Access: public 
// Returns: void 
// Qualifier: 设置摇杆功能可用 
//************************************ 
void Active(); 
//************************************ 
// Method: Inactive 
// FullName: Joystick::Inactive 
// Access: public 
// Returns: void 
// Qualifier: 设置摇杆功能不可用 
//************************************ 
void Inactive(); 
//************************************ 
// Method: getDirection 
// FullName: Joystick::getDirection 
// Access: public 
// Returns: cocos2d::CCPoint 
// Qualifier: 获取摇杆方向,这里返回的是单位向量 
//************************************ 
CCPoint getDirection(); 
//************************************ 
// Method: getVelocity 
// FullName: Joystick::getVelocity 
// Access: public 
// Returns: float 
// Qualifier: 获取摇杆的力度 
//************************************ 
float getVelocity(); 
//************************************ 
// Method: updatePos 
// FullName: Joystick::updatePos 
// Access: public 
// Returns: void 
// Qualifier: 刷新函数,交给日程管理器 
// Parameter: ccTime dt 
//************************************ 
void updatePos(ccTime dt); 

//************************************ 
// Method: JoystickWithCenter 
// FullName: Joystick::JoystickWithCenter 
// Access: public static 
// Returns: Joystick* 
// Qualifier: 初始化摇杆 
// Parameter: CCPoint aPoint 摇杆中心 
// Parameter: float aRadius 摇杆半径 
// Parameter: CCSprite * aJsSprite 摇杆控制点 
// Parameter: CCSprite * aJsBg 摇杆背景 
//************************************ 
static Joystick* JoystickWithCenter(CCPoint aPoint, float aRadius, CCSprite* aJsSprite, CCSprite* aJsBg); 
Joystick* initWithCenter(CCPoint aPoint, float aRadius, CCSprite* aJsSprite, CCSprite* aJsBg); 

// 以下是复写Touch响应函数 
virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent); 
virtual void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent); 
virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent); 

LAYER_NODE_FUNC(Joystick); 
};[/mw_shl_code]

[mw_shl_code=java,true]#include "myCircle.h" 

Joystick::Joystick(void) 



Joystick::~Joystick(void) 



void Joystick::updatePos(ccTime dt) 

jsSprite->setPosition(ccpAdd(jsSprite->getPosition(), ccpMult(ccpSub(currentPoint, jsSprite->getPosition()), 0.5))); 


void Joystick::Active() 

if(!active) 

active = true; 
schedule(schedule_selector(Joystick::updatePos)); // 添加刷新函数 
CCTouchDispatcher::sharedDispatcher()->addTargetedDelegate(this, 0, false); // 添加触摸委托 



void Joystick::Inactive() 

if(active) 

active = false; 
this->unschedule(schedule_selector(Joystick::updatePos)); // 删除刷新函数 
CCTouchDispatcher::sharedDispatcher()->removeDelegate(this); // 删除委托 



bool Joystick::ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent) 

if(!active) 
return false; 

CCPoint touchPoint = pTouch->locationInView(pTouch->view()); 
touchPoint = CCDirector::sharedDirector()->convertToGL(touchPoint); 
if(ccpDistance(touchPoint, centerPoint) > radius) 
return false; 

currentPoint = touchPoint; 
return true; 


void Joystick::ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent) 

CCPoint touchPoint = pTouch->locationInView(pTouch->view()); 
touchPoint = CCDirector::sharedDirector()->convertToGL(touchPoint); 
if(ccpDistance(touchPoint, centerPoint) > radius) 

currentPoint = ccpAdd(centerPoint, ccpMult(ccpNormalize(ccpSub(touchPoint, centerPoint)), radius)); 

else

currentPoint = touchPoint; 



void Joystick::ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent) 

currentPoint = centerPoint; 


CCPoint Joystick::getDirection() 

return ccpNormalize(ccpSub(centerPoint, currentPoint)); 


float Joystick::getVelocity() 

return ccpDistance(centerPoint, currentPoint); 


Joystick* Joystick:: JoystickWithCenter(CCPoint aPoint, float aRadius, CCSprite* aJsSprite, CCSprite* aJsBg) 

Joystick *jstick=Joystick::node(); 
jstick->initWithCenter(aPoint,aRadius,aJsSprite,aJsBg); 

return jstick; 


Joystick* Joystick::initWithCenter(CCPoint aPoint, float aRadius, CCSprite* aJsSprite, CCSprite* aJsBg) 

active = false; 
radius = aRadius; 
centerPoint = aPoint; 
currentPoint = centerPoint; 
jsSprite = aJsSprite; 
jsSprite->setPosition(centerPoint); 
aJsBg->setPosition(centerPoint); 
this->addChild(jsSprite); 
this->addChild(aJsBg); 

return this; 
}[/mw_shl_code]

下面给大家调用这个东西的效果


[mw_shl_code=java,true]//判断方向
CCPoint direct=myCircle->getDirection();
CCPoint right=CCPoint(1,0);
CCPoint left=CCPoint(-1,0);
if(ccpAngle(direct,left)<0.707 &&myCircle->currentPoint.x>myCircle->centerPoint.x)
{
CCLog("left");
}
if(ccpAngle(direct,right)<0.707&&myCircle->currentPoint.x<myCircle->centerPoint.x)
{
CCLog("right");

[/mw_shl_code]
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