//GameScene.h
#include "cocos2d.h"
USING_NS_CC;
class GameScene : public cocos2d::Layer
{
public:
static cocos2d::Scene* createScene();
virtual bool init();
virtual bool onTouchBegan(Touch *touch, Event *unused_event);
virtual void onTouchMoved(Touch *touch, Event *unused_event);
bool isCircleCollision(Point pos1, float radius1, Point pos2, float radius2);
CREATE_FUNC(GameScene);
private: //注意不能用auto关键字
Size size;
Sprite *sprite1, *sprite2;
Label *label;
};
//GameScene.cpp
// Created by Jacedy on 14-8-11.
#include "GameScene.h"
USING_NS_CC;
cocos2d::Scene* GameScene::createScene()
{
auto scene = Scene::create(); //创建一个场景
auto layer = GameScene::create(); //创建一个图层
scene->addChild(layer);
return scene;
}
//初始化当前的图层
bool GameScene::init()
{
if(!Layer::init()) //初始化父类
return false;
//获取屏幕大小
size = Director::getInstance()->getVisibleSize();
//auto size = Director::getInstance()->getWinSize();
//添加一个图片精灵
sprite1 = Sprite::create("r1.png");
sprite1->setPosition(Vec2(size.width/2, size.height/2));
this->addChild(sprite1);
sprite2 = Sprite::create("r2.png");
sprite2->setPosition(Vec2(size.width*0.4, size.height/2));
this->addChild(sprite2);
label = Label::createWithSystemFont("No collision", "Marker Felt", 50);
label->setPosition(Vec2(size.width/2, size.height*0.7));
this->addChild(label);
//创建监听事件对象
auto listener = EventListenerTouchOneByOne::create();
//定义监听事件的回调函数
listener->onTouchBegan = CC_CALLBACK_2(GameScene::onTouchBegan, this);
listener->onTouchMoved = CC_CALLBACK_2(GameScene::onTouchMoved, this);
//在事件分发器中注册
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
return true;
}
bool GameScene::onTouchBegan(Touch *touch, Event *unused_event)
{
//获取触屏位置
Point pos = touch->getLocation();
sprite2->setPosition(pos);
log("TouchBegan");
return true;
}
void GameScene::onTouchMoved(Touch *touch, Event *unused_event)
{
Point pos = touch->getLocation();
sprite2->setPosition(pos);
if (isCircleCollision(sprite1->getPosition(), sprite1->getContentSize().width/2, sprite2->getPosition(), sprite2->getContentSize().width/2))
label->setString("Collision!");
else
label->setString("No collision");
log("TouchMoved");
}
bool GameScene::isCircleCollision(Point pos1, float radius1, Point pos2, float radius2)
{
//运用勾股定理判断两圆是否相交
if (sqrt(pow(pos1.x - pos2.x, 2) + pow(pos1.y - pos2.y, 2)) > pow(radius1 + radius2, 2))
{
return false;
}
return true;
}
补充:其实有专门的圆形碰撞检测函数:isbong( ),可以试一下。