cocos2d-X:RPG搖桿控制英雄

RPG遊戲的遙控杆控制主角
先看代碼:(參考趙雲要格鬥)
#ifndef __HROCKER_H__
#define __HROCKER_H__  
#include "cocos2d.h"  
using namespace cocos2d;

//用於標識搖桿與搖桿的背景  
typedef enum{
	tag_rocker,
	tag_rockerBG,
}tagForHRocker;
//用於標識搖桿方向  
typedef enum{
	rocker_stay,
	rocker_right,
	rocker_up,
	rocker_left,
	rocker_down,
}tagDirecton;
class HRocker :public Layer
{
public:
	HRocker(void);
	~HRocker(void);

	//創建搖桿(搖桿的操作題圖片資源名,搖桿背景圖片資源名,起始座標)  
	static HRocker* createHRocker(const char *rockerImageName, const char *rockerBGImageName, Point position);
	//啓動搖桿(顯示搖桿、監聽搖桿觸屏事件)  
	void startRocker(bool _isStopOther);
	//停止搖桿(隱藏搖桿,取消搖桿的觸屏監聽)  
	void stopRocker();
	//判斷控制桿方向,用來判斷精靈上、下、左、右運動  
	int rocketDirection;
	//當前人物行走方向,用來判斷精靈的朝向,精靈臉朝右還是朝左  
	bool rocketRun;
	CREATE_FUNC(HRocker);
private:
	//自定義初始化函數  
	void rockerInit(const char* rockerImageName, const char* rockerBGImageName, Point position);
	//是否可操作搖桿  
	bool isCanMove;
	//獲取當前搖桿與用戶觸屏點的角度  
	float getRad(Point pos1, Point pos2);
	//搖桿背景的座標  
	Point rockerBGPosition;
	//搖桿背景的半徑  
	float rockerBGR;
	//觸屏事件  
	virtual bool onTouchBegan(Touch *Touch, Event *Event);
	virtual void onTouchMoved(Touch *Touch, Event *Event);
	virtual void onTouchEnded(Touch *Touch, Event *Event);
};
#endif</span>
接下來是 遙控杆.cpp:
#include "HRocker.h"
#define PI 3.1415926535898

HRocker::HRocker(void)
{
	rocketRun = false;
}

HRocker::~HRocker(void)
{
}

//創建搖桿(搖桿的操作題圖片資源名,搖桿背景圖片資源名,起始座標)
HRocker* HRocker::createHRocker(const char *rockerImageName, const char *rockerBGImageName, Point position)
{
	HRocker *layer = HRocker::create();
	if (layer)
	{
		layer->rockerInit(rockerImageName, rockerBGImageName, position);
		return layer;
	}
	CC_SAFE_DELETE(layer);
	return NULL;
}

//自定義初始化函數
void HRocker::rockerInit(const char* rockerImageName, const char* rockerBGImageName, Point position)
{
	Sprite *spRockerBG = Sprite::create(rockerBGImageName);
	spRockerBG->setPosition(position);
	spRockerBG->setVisible(false);
	addChild(spRockerBG, 0, tag_rockerBG);

	Sprite *spRocker = Sprite::create(rockerImageName);
	spRocker->setPosition(position);
	spRocker->setVisible(false);
	addChild(spRocker, 1, tag_rocker);

	rockerBGPosition = position;
	rockerBGR = spRockerBG->getContentSize().width*0.5;//
	rocketDirection = -1;//表示搖桿方向不變
}

//啓動搖桿(顯示搖桿、監聽搖桿觸屏事件)
void HRocker::startRocker(bool _isStopOther)
{
	Sprite *rocker = (Sprite*)this->getChildByTag(tag_rocker);
	rocker->setVisible(true);

	Sprite *rockerBG = (Sprite *)this->getChildByTag(tag_rockerBG);
	rockerBG->setVisible(true);

	auto touchListener = EventListenerTouchOneByOne::create();
	touchListener->setSwallowTouches(true);
	touchListener->onTouchBegan = CC_CALLBACK_2(HRocker::onTouchBegan, this);
	touchListener->onTouchMoved = CC_CALLBACK_2(HRocker::onTouchMoved, this);
	touchListener->onTouchEnded = CC_CALLBACK_2(HRocker::onTouchEnded, this);
	_eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this);

	//this->getEventDispatcher()->addEventListenerWithSceneGraphPriority(mTouchlistener, this);
	//CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, -1, _isStopOther);
}

//停止搖桿(隱藏搖桿,取消搖桿的觸屏監聽)
void HRocker::stopRocker()
{
	Sprite *rocker = (Sprite *)this->getChildByTag(tag_rocker);
	rocker->setVisible(false);

	Sprite * rockerBG = (Sprite *)this->getChildByTag(tag_rockerBG);
	rockerBG->setVisible(false);

	//CCDirector::sharedDirector()->getTouchDispatcher()->removeDelegate(this);
	//this->getEventDispatcher()->removeAllEventListeners();
	_eventDispatcher->removeEventListenersForTarget(this);
}


//獲取當前搖桿與用戶觸屏點的角度
float HRocker::getRad(Point pos1, Point pos2)
{
	float px1 = pos1.x;
	float py1 = pos1.y;
	float px2 = pos2.x;
	float py2 = pos2.y;

	//得到兩點x的距離
	float x = px2 - px1;
	//得到兩點y的距離
	float y = py1 - py2;
	//算出斜邊長度
	float xie = sqrt(pow(x, 2) + pow(y, 2));
	//得到這個角度的餘弦值(通過三角函數中的店裏:角度餘弦值=斜邊/斜邊)
	float cosAngle = x / xie;
	//通過反餘弦定理獲取到期角度的弧度
	float rad = acos(cosAngle);
	//注意:當觸屏的位置Y座標<搖桿的Y座標,我們要去反值-0~-180
	if (py2 < py1)
	{
		rad = -rad;
	}
	return rad;
}

Point getAngelePosition(float r, float angle){
	return Vec2(r*cos(angle), r*sin(angle));
}

//擡起事件
bool HRocker::onTouchBegan(Touch *Touch, Event *Event)
{
	Point point = Touch->getLocation();
	Sprite *rocker = (Sprite *)this->getChildByTag(tag_rocker);
	if (rocker->boundingBox().containsPoint(point))
		isCanMove = true;
	return true;
}
//移動事件
void HRocker::onTouchMoved(Touch *Touch, Event *Event)
{
	if (!isCanMove)
	{
		return;
	}
	Point point = Touch->getLocation();
	Sprite *rocker = (Sprite *)this->getChildByTag(tag_rocker);
	//得到搖桿與觸屏點所形成的角度
	float angle = getRad(rockerBGPosition, point);
	//判斷兩個圓的圓心距是否大於搖桿背景的半徑
	if (sqrt(pow((rockerBGPosition.x - point.x), 2) + pow((rockerBGPosition.y - point.y), 2)) >= rockerBGR)
	{

		//保證內部小圓運動的長度限制
		rocker->setPosition(ccpAdd(getAngelePosition(rockerBGR, angle), Vec2(rockerBGPosition.x, rockerBGPosition.y)));
	}
	else
		rocker->setPosition(point);
	//判斷方向
	if (angle >= -PI / 4 && angle<PI / 4)
	{
		rocketDirection = rocker_right;
		rocketRun = false;
	}
	else if (angle >= PI / 4 && angle<3 * PI / 4)
	{
		rocketDirection = rocker_up;
	}
	else if ((angle >= 3 * PI / 4 && angle <= PI) || (angle >= -PI&&angle<-3 * PI / 4))
	{
		rocketDirection = rocker_left;
		rocketRun = true;
	}
	else if (angle >= -3 * PI / 4 && angle<-PI / 4)
	{
		rocketDirection = rocker_down;
	}
}
//離開事件
void HRocker::onTouchEnded(Touch *Touch, Event *Event)
{
	if (!isCanMove)
	{
		return;
	}
	Sprite *rockerBG = (Sprite*)this->getChildByTag(tag_rockerBG);
	Sprite *rocker = (Sprite*)this->getChildByTag(tag_rocker);
	rocker->stopAllActions();
	rocker->runAction(MoveTo::create(0.08f, rockerBG->getPosition()));
	isCanMove = false;
	rocketDirection = rocker_stay;
}</span>
英雄.h:
#ifndef __HERO_H__  
#define __HERO_H__  
#include "cocos2d.h"  
#include"HRocker.h"
#include "KnapsackData.h"
using namespace std;
using namespace cocos2d;

class Hero :public Layer
{
public:
	Hero();
	~Hero();

	//根據圖片創建英雄  
	void InitHeroSprite(char *hero_name);
	//設置動畫,num爲圖片數目, run_direction爲精靈臉朝向, false朝右, name_each爲name——png中的每一小張圖片的公共名稱部分  
	void SetAnimation(const char *name_plist, const char *name_png, const char *name_each, const unsigned int num, bool run_direction);
	//停止動畫  
	void StopAnimation();
	//判斷是否在跑動畫  
	bool IsRunning;
	//英雄運動方向  
	bool HeroDirection;

	//英雄是否碰撞
	bool isCrash = false;

	//把精靈返回出去
	Sprite* getHero();

	//揹包道具擁有類
	vector<KnapsackData*> knaDataVec;

	CREATE_FUNC(Hero);

private:
	Size visibleSize = Director::getInstance()->getVisibleSize();//獲取舞臺高度寬度
	//用來保存初始狀態的精靈圖片名稱  
	char *Hero_name;
	//精靈  
	Sprite *m_HeroSprite;
};

#endif

英雄.cpp:
#include "Hero.h"  
USING_NS_CC;

Hero::Hero()
{
	IsRunning = false;
	HeroDirection = false;
	Hero_name = NULL;
}

Hero::~Hero()
{
}

void Hero::InitHeroSprite(char *hero_name)
{
	Hero_name = hero_name;
	this->m_HeroSprite = Sprite::create(Hero_name);
	this->addChild(m_HeroSprite);
	this->setPosition(Vec2(visibleSize.width*0.39, visibleSize.height*0.63));
	this->setContentSize(Size(40, 43));
}

//動畫播放,可以是跑、攻擊、死亡、受傷等  
void Hero::SetAnimation(const char *name_plist, const char *name_png, const char *name_each, const unsigned int num, bool run_direction)
{
	if (HeroDirection != run_direction)
	{
		HeroDirection = run_direction;
		m_HeroSprite->setFlippedX(run_direction);
	}
	if (IsRunning)
		return;

	//將圖片加載到精靈幀緩存池  
	SpriteFrameCache *m_frameCache = SpriteFrameCache::getInstance();
	m_frameCache->addSpriteFramesWithFile(name_plist, name_png);
	//用一個列表保存所有的CCSpriteFrameCache  
	Vector<SpriteFrame*> frameArray;
	unsigned int i;
	for (i = 2; i <= num; i++)
	{
		SpriteFrame *frame = m_frameCache->getSpriteFrameByName(__String::createWithFormat("%s%d.png", name_each, i)->getCString());
		frameArray.pushBack(frame);
	}

	//使用列表創建動畫對象  
	Animation *animation = Animation::createWithSpriteFrames(frameArray);
	if (HeroDirection != run_direction)
	{
		HeroDirection = run_direction;
	}
	//表示無限循環播放  
	animation->setLoops(-1);
	//每兩張圖片的時間隔,圖片數目越少,間隔最小就越小  
	animation->setDelayPerUnit(0.1f);

	//將動畫包裝成一個動作  
	Animate *animate = Animate::create(animation);
	m_HeroSprite->runAction(animate);
	IsRunning = true;
}


//自己設定英雄包圍盒
/*Rect Hero::getBoundingBoxSp(){
return Rect(m_HeroSprite->getPositionX(), m_HeroSprite->getPositionY(), 80, 83);
}*/

Sprite* Hero::getHero()
{

	if (m_HeroSprite)
	{
		return m_HeroSprite;
	}
	else
	{
		m_HeroSprite = Sprite::create("zhoayun.png");
		return m_HeroSprite;
	}
}

void Hero::StopAnimation()
{
	if (!IsRunning)

	{
		return;
	}
	m_HeroSprite->stopAllActions();

	//恢復精靈原來的初始化貼圖  
	//把原來的精靈刪除掉  
	this->removeChild(m_HeroSprite, true);

	//恢復精靈原來的貼圖樣子  
	m_HeroSprite = CCSprite::create(Hero_name);//恢復精靈原來的貼圖樣子  
	m_HeroSprite->setFlippedX(HeroDirection);
	this->addChild(m_HeroSprite);
	IsRunning = false;
}
分別在GameScene中創建層對象後:
幀計時器中加入:
switch (Hrocker->rocketDirection)
	{
	case 1:
		hero->SetAnimation("run_animation.plist", "run_animation.png", "run_", 8, Hrocker->rocketRun);
		hero->setPosition(Vec2(hero->getPosition().x + 3, hero->getPosition().y)); //向右走
		break;
	case  2:
		hero->SetAnimation("run_animation.plist", "run_animation.png", "run_", 8, Hrocker->rocketRun);
		hero->setPosition(Vec2(hero->getPosition().x, hero->getPosition().y + 3));   //向上走
		break;
	case 3:
		hero->SetAnimation("run_animation.plist", "run_animation.png", "run_", 8, Hrocker->rocketRun);
		hero->setPosition(Vec2(hero->getPosition().x - 3, hero->getPosition().y));   //向左走
		break;
	case 4:
		hero->SetAnimation("run_animation.plist", "run_animation.png", "run_", 8, Hrocker->rocketRun);
		hero->setPosition(Vec2(hero->getPosition().x, hero->getPosition().y - 3));   //向下走
		break;
	default:
		hero->StopAnimation();//停止所有動畫和運動
		break;
	}

這樣,遙控杆的方向就 和 英雄主角綁定了



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