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:
這樣,遙控杆的方向就 和 英雄主角綁定了
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