本文要实现飞机游戏中,人的手指按着飞机,就能拖着飞机走动,这里实现了当你手指按在手机的图片上,手指一直按着屏幕,飞机就会跟着你走。同时,还加入了边界判断条件,让飞机在你的视野内移动,实现的效果完全和我们手机上的飞机游戏一样。
效果:
Cocos2d-x版本:3.4
工程环境:VS30213
一、代码编写
1、头文件GameMain.h
/**
*@作者 林炳文(邮箱:ling20081005@126.com)
*@博客 http://linbingwen.blog.51cto.com/
*@时间 2015.3.8
*@功能 游戏的主界面
*/
#ifndef __GameMain_H__
#define __GameMain_H__
#include "BackLayerDown.h"
#include "BackLayerUp.h"
#include "cocos2d.h"
USING_NS_CC;
class GameMain : public cocos2d::Layer
{
public:
static cocos2d::Scene* createScene();
virtual bool init();
virtual bool onTouchBegan(cocos2d::Touch *touch, cocos2d::Event *unused_event);
virtual void onTouchMoved(cocos2d::Touch *touch, cocos2d::Event *unused_event);
virtual void onTouchEened(cocos2d::Touch *touch, cocos2d::Event *unused_event);
virtual void onTouchCancelled(cocos2d::Touch *touch, cocos2d::Event *unused_even);
CREATE_FUNC(GameMain);
private:
bool isHeroPlaneControl;//飞机是否被控制着
float mDeltaX;//英雄飞机随手指移动时的X偏移量
float mDeltaY;//英雄飞机随手指移动时的Y偏移量
Sprite *mHeroPlane;//英雄飞机
};
#endif // __GameMain_H__
#include "GameMain.h"
USING_NS_CC;
Scene* GameMain::createScene()
{
auto scene = Scene::create();
auto layer = GameMain::create();
scene->addChild(layer);
return scene;
}
bool GameMain::init()
{
Size visibleSize = Director::getInstance()->getVisibleSize();
Point origin = Director::getInstance()->getVisibleOrigin();
//这是地面图层
this->addChild(BackLayerUp::create());
//这是白云图层
this->addChild(BackLayerDown::create());
//加个飞机
mHeroPlane = Sprite::create("air1.png");
mHeroPlane->setPosition(Vec2(visibleSize.width / 2, visibleSize.height / 5));
this->addChild(mHeroPlane, 1, 100);
isHeroPlaneControl = false;
//打开触摸,增加触摸监听事件
this->setTouchEnabled(true);
auto listen = EventListenerTouchOneByOne::create();
listen->onTouchBegan = CC_CALLBACK_2( GameMain::onTouchBegan,this);
listen->onTouchMoved = CC_CALLBACK_2(GameMain::onTouchMoved, this);
listen->onTouchEnded = CC_CALLBACK_2(GameMain::onTouchEened, this);
listen->onTouchCancelled = CC_CALLBACK_2(GameMain::onTouchCancelled, this);
listen->setSwallowTouches(false);
Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listen,this);
return true;
}
bool GameMain::onTouchBegan(cocos2d::Touch *touch, cocos2d::Event *unused_event){
Point mHeroPos = mHeroPlane->getPosition();
Point mBeganPos = touch->getLocationInView();
mBeganPos = Director::getInstance()->convertToGL(mBeganPos);
//判断当前手指按下区域是否是英雄飞机的区域,并且计算飞机要移动时的偏移量
if (mBeganPos.x > mHeroPos.x - mHeroPlane->getContentSize().width / 2 && mBeganPos.x<mHeroPos.x + mHeroPlane->getContentSize().width / 2 &&
mBeganPos.y>mHeroPos.y - mHeroPlane->getContentSize().height / 2 && mBeganPos.y < mHeroPos.y + mHeroPlane->getContentSize().height / 2){
isHeroPlaneControl = true;
//計算偏移量
mDeltaX = mBeganPos.x - mHeroPos.x;
mDeltaY = mBeganPos.y - mHeroPos.y;
}
return true;
}
void GameMain::onTouchMoved(cocos2d::Touch *touch, cocos2d::Event *unused_event){
if (isHeroPlaneControl){
Point mMovedPos = touch->getLocationInView();
mMovedPos = Director::getInstance()->convertToGL(mMovedPos);
Size visibleSize = Director::getInstance()->getVisibleSize();
Point origin = Director::getInstance()->getVisibleOrigin();
float x = mMovedPos.x - mDeltaX;//記得減去偏移量
float y = mMovedPos.y - mDeltaY;
if (x <= mHeroPlane->getContentSize().width / 2 + origin.x)//x到达屏幕左边界
x = mHeroPlane->getContentSize().width / 2 + origin.x;
else if (x >= visibleSize.width - mHeroPlane->getContentSize().width / 2)//x到达屏幕右边界
x = visibleSize.width - mHeroPlane->getContentSize().width / 2;
if (y <= mHeroPlane->getContentSize().height / 2 + origin.y)//y到达屏幕下边界
y = mHeroPlane->getContentSize().height / 2 + origin.y;
else if (y >= visibleSize.height - mHeroPlane->getContentSize().height / 2)//x到达屏幕上边界
y = visibleSize.height - mHeroPlane->getContentSize().height/ 2;
//飞机跟随手指移动
mHeroPlane->setPosition(Vec2(x,y));
}
}
void GameMain::onTouchEened(cocos2d::Touch *touch, cocos2d::Event *unused_event){
isHeroPlaneControl = false;
}
void GameMain::onTouchCancelled(cocos2d::Touch *touch, cocos2d::Event *unused_even){
isHeroPlaneControl = false;
}
这里再说一写主要函数:
头文件增加触摸事件:
virtual bool onTouchBegan(cocos2d::Touch *touch, cocos2d::Event *unused_event);
virtual void onTouchMoved(cocos2d::Touch *touch, cocos2d::Event *unused_event);
virtual void onTouchEened(cocos2d::Touch *touch, cocos2d::Event *unused_event);
virtual void onTouchCancelled(cocos2d::Touch *touch, cocos2d::Event *unused_even);
实现文件开启触摸事件监听:
//打开触摸,增加触摸监听事件
this->setTouchEnabled(true);
auto listen = EventListenerTouchOneByOne::create();
listen->onTouchBegan = CC_CALLBACK_2( GameMain::onTouchBegan,this);
listen->onTouchMoved = CC_CALLBACK_2(GameMain::onTouchMoved, this);
listen->onTouchEnded = CC_CALLBACK_2(GameMain::onTouchEened, this);
listen->onTouchCancelled = CC_CALLBACK_2(GameMain::onTouchCancelled, this);
listen->setSwallowTouches(false);
Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listen,this);
然后就是触摸事件 的处理了:
bool GameMain::onTouchBegan(cocos2d::Touch *touch, cocos2d::Event *unused_event){
Point mHeroPos = mHeroPlane->getPosition();
Point mBeganPos = touch->getLocationInView();
mBeganPos = Director::getInstance()->convertToGL(mBeganPos);
//判断当前手指按下区域是否是英雄飞机的区域,并且计算飞机要移动时的偏移量
if (mBeganPos.x > mHeroPos.x - mHeroPlane->getContentSize().width / 2 && mBeganPos.x<mHeroPos.x + mHeroPlane->getContentSize().width / 2 &&
mBeganPos.y>mHeroPos.y - mHeroPlane->getContentSize().height / 2 && mBeganPos.y < mHeroPos.y + mHeroPlane->getContentSize().height / 2){
isHeroPlaneControl = true;
//計算偏移量
mDeltaX = mBeganPos.x - mHeroPos.x;
mDeltaY = mBeganPos.y - mHeroPos.y;
}
return true;
}
void GameMain::onTouchMoved(cocos2d::Touch *touch, cocos2d::Event *unused_event){
if (isHeroPlaneControl){
Point mMovedPos = touch->getLocationInView();
mMovedPos = Director::getInstance()->convertToGL(mMovedPos);
Size visibleSize = Director::getInstance()->getVisibleSize();
Point origin = Director::getInstance()->getVisibleOrigin();
float x = mMovedPos.x - mDeltaX;//記得減去偏移量
float y = mMovedPos.y - mDeltaY;
if (x <= mHeroPlane->getContentSize().width / 2 + origin.x)//x到达屏幕左边界
x = mHeroPlane->getContentSize().width / 2 + origin.x;
else if (x >= visibleSize.width - mHeroPlane->getContentSize().width / 2)//x到达屏幕右边界
x = visibleSize.width - mHeroPlane->getContentSize().width / 2;
if (y <= mHeroPlane->getContentSize().height / 2 + origin.y)//y到达屏幕下边界
y = mHeroPlane->getContentSize().height / 2 + origin.y;
else if (y >= visibleSize.height - mHeroPlane->getContentSize().height / 2)//x到达屏幕上边界
y = visibleSize.height - mHeroPlane->getContentSize().height/ 2;
//飞机跟随手指移动
mHeroPlane->setPosition(Vec2(x,y));
}
}
void GameMain::onTouchEened(cocos2d::Touch *touch, cocos2d::Event *unused_event){
isHeroPlaneControl = false;
}
void GameMain::onTouchCancelled(cocos2d::Touch *touch, cocos2d::Event *unused_even){
isHeroPlaneControl = false;
}
方法很简单,代码量也很少,有需要的把上面的自己拿过去,把图片改改,把类名改改就可以了。
其实这里应该把英雄和移动事件单独写一个类,然后在GameMain里头来调用,因为英雄这个类我还构思好,所以先这样写,后头会把英雄飞机单独提取出来成为一个类,就不会在GameMain里头写这么多了;
效果:
效果很好,飞机能跟随移动并且不会跑出屏幕范围
二、思路说明
1、首先在onTouchBegan判断触摸点是否在英雄飞机的图片矩形内,若在这个范围内,刚将布尔型的mHeroPlaneControl设置为true,并且计算触摸点的横纵坐标与英雄飞机的锚点坐标的差值。
2、因为要让英雄飞机移动,要修改锚点位置,必须知道锚点位置与触摸位置的偏移量,之后才可以通过这个偏移量设置主角的位置。
3、判断英雄飞机是否跑出屏幕范围了,如果是,就将它设置在边界处,详看上面的两个if判断。
4、在onTouchMoved中,若mHeroPlaneControl为true,说明可以移动英雄飞机。
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转载于:https://blog.51cto.com/linbingwen/1618414