update: function (dt) {
//得到怪物的坐标
var sp = this.guaiwu.convertToWorldSpaceAR(this.guaiwu.getPosition())
//得到炮塔的坐标
var pos = this.node.convertToWorldSpaceAR(this.node.getPosition())
cc.log(pos,sp)
//计算怪物与炮塔的坐标差
var truePos=cc.p(sp.x-pos.x,sp.y-pos.y)
//将他们的坐标差转换为弧度
var angle=cc.pAngleSigned(truePos,cc.p(0,1));
//将他们的弧度转换为角度
var angledegrees=cc.radiansToDegrees(angle);
//让炮塔每一帧都往怪物的坐标进行角度变换
this.node.runAction(cc.rotateTo(dt,angledegrees))
var po1 = this.paota.getPosition()
if(0){
//局部坐标转换
var po2 = this.canvas.convertToNodeSpaceAR(touch.getLocation())
cc.log(po1.x,po1.y,' | ',po2.x, po2.y)
}else{
//全局坐标转换
po1 = this.bg.convertToWorldSpaceAR(po1)
po1 = cc.pSub(touch.getLocation(), po1)
}
var at = cc.radiansToDegrees(cc.pAngleSigned(po1, cc.p(0,1)))
this.hand.rotation = at
//得到怪物的坐标
var sp = this.guaiwu.convertToWorldSpaceAR(this.guaiwu.getPosition())
//得到炮塔的坐标
var pos = this.node.convertToWorldSpaceAR(this.node.getPosition())
cc.log(pos,sp)
//计算怪物与炮塔的坐标差
var truePos=cc.p(sp.x-pos.x,sp.y-pos.y)
//将他们的坐标差转换为弧度
var angle=cc.pAngleSigned(truePos,cc.p(0,1));
//将他们的弧度转换为角度
var angledegrees=cc.radiansToDegrees(angle);
//让炮塔每一帧都往怪物的坐标进行角度变换
this.node.runAction(cc.rotateTo(dt,angledegrees))
var po1 = this.paota.getPosition()
if(0){
//局部坐标转换
var po2 = this.canvas.convertToNodeSpaceAR(touch.getLocation())
cc.log(po1.x,po1.y,' | ',po2.x, po2.y)
}else{
//全局坐标转换
po1 = this.bg.convertToWorldSpaceAR(po1)
po1 = cc.pSub(touch.getLocation(), po1)
}
var at = cc.radiansToDegrees(cc.pAngleSigned(po1, cc.p(0,1)))
this.hand.rotation = at