如何让对象对Cocos2D中的触摸作出反应?

Eth*_*ick 8 iphone cocoa-touch objective-c cocos2d-iphone ios

好吧,所以我开始学习更多关于Coco2D的知识,但是我有点冷淡.我发现很多教程都是针对代码的过时版本,所以当我查看并查看它们是如何做某些事情时,我无法将其转换为我自己的程序,因为很多内容已经发生了变化.话虽如此,我正在使用最新版本的Coco2d,版本0.99.

我想要做的是在屏幕上创建一个精灵(完成)然后当我触摸那个精灵时,我可以发生"某事".现在,让我们发出警报.现在,我在朋友的帮助下得到了这段代码.这是头文件:

// When you import this file, you import all the cocos2d classes
#import "cocos2d.h"

// HelloWorld Layer
@interface HelloWorld : CCLayer
{
 CGRect spRect;
}

// returns a Scene that contains the HelloWorld as the only child
+(id) scene;

@end
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这是实现文件:

//
// cocos2d Hello World example
// http://www.cocos2d-iphone.org
//

// Import the interfaces
#import "HelloWorldScene.h"
#import "CustomCCNode.h"

// HelloWorld implementation
@implementation HelloWorld

+(id) scene
{
 // 'scene' is an autorelease object.
 CCScene *scene = [CCScene node];

 // 'layer' is an autorelease object.
 HelloWorld *layer = [HelloWorld node];

 // add layer as a child to scene
 [scene addChild: layer];

 // return the scene
 return scene;
}

// on "init" you need to initialize your instance
-(id) init
{
 // always call "super" init
 // Apple recommends to re-assign "self" with the "super" return value
 if( (self=[super init] )) {

  // create and initialize a Label
  CCLabel* label = [CCLabel labelWithString:@"Hello World" fontName:@"Times New Roman" fontSize:64];

  // ask director the the window size
  CGSize size = [[CCDirector sharedDirector] winSize];

  // position the label on the center of the screen
  label.position =  ccp( size.width /2 , size.height/2 );

  // add the label as a child to this Layer
  [self addChild: label];

  CCSprite *sp = [CCSprite spriteWithFile:@"test2.png"];

  sp.position = ccp(300,200);
  [self addChild:sp];
  float w = [sp contentSize].width;
  float h = [sp contentSize].height;
  CGPoint aPoint = CGPointMake([sp position].x - (w/2), [sp position].y - (h/2));
  spRect = CGRectMake(aPoint.x, aPoint.y, w, h);






  CCSprite *sprite2 = [CCSprite spriteWithFile:@"test3.png"];
  sprite2.position = ccp(100,100);
  [self addChild:sprite2];



  //[self registerWithTouchDispatcher];
  self.isTouchEnabled = YES;



 }
 return self;
}


// on "dealloc" you need to release all your retained objects
- (void) dealloc
{
 // in case you have something to dealloc, do it in this method
 // in this particular example nothing needs to be released.
 // cocos2d will automatically release all the children (Label)

 // don't forget to call "super dealloc"
 [super dealloc];
}

- (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
  UITouch *touch = [touches anyObject];
  //CGPoint location = [[CCDirector sharedDirector] convertCoordinate:[touch locationInView:touch.view]];
 CGPoint location = [touch locationInView:[touch view]];

 location = [[CCDirector sharedDirector] convertToGL:location];
 if (CGRectContainsPoint(spRect, location)) {
  UIAlertView *alert = [[UIAlertView alloc]
         initWithTitle:@"Win"
         message:@"testing"
         delegate:nil cancelButtonTitle:@"okay"
         otherButtonTitles:nil];

  [alert show];
  [alert release];
  NSLog(@"TOUCHES");
 }
 NSLog(@"Touch got");

}
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但是,这仅适用于1个对象,我为其创建CGRect的精灵.我不能为2个精灵做这个,我正在测试.所以我的问题是:如何触摸屏幕上的所有精灵对同一事件作出反应?

对于我的程序,需要为相同类型的所有对象运行相同的事件,这样才能使它更容易.我尝试制作CCNode的子类并重写该方法,但这根本不起作用......所以我做错了.帮助将不胜感激!

通过cocos2D中的"Touches"项目,看看我是否看到了它们是如何做到的.看起来他们创建了一个子类并覆盖了方法:

- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
- (void)ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event
- (void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event
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所以现在我弄明白为什么我的不行......嗯......

Eth*_*ick 11

我知道了.我不得不在自定义类中添加更多代码:

头文件:

//
//  CustomCCNode.h
//  Coco2dTest2
//
//  Created by Ethan Mick on 3/11/10.
//  Copyright 2010 Wayfarer. All rights reserved.
//

#import "cocos2d.h"


@interface CustomCCNode : CCSprite <CCTargetedTouchDelegate> {

}

@property (nonatomic, readonly) CGRect rect;


@end
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执行:

//
//  CustomCCNode.m
//  Coco2dTest2
//
//  Created by Ethan Mick on 3/11/10.
//  Copyright 2010 Wayfarer. All rights reserved.
//

#import "CustomCCNode.h"
#import "cocos2d.h"


@implementation CustomCCNode

- (CGRect)rect
{
    CGSize s = [self.texture contentSize];
    return CGRectMake(-s.width / 2, -s.height / 2, s.width, s.height);
}



- (BOOL)containsTouchLocation:(UITouch *)touch
{
    return CGRectContainsPoint(self.rect, [self convertTouchToNodeSpaceAR:touch]);
}

- (void)onEnter
{
    [[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:YES];
    [super onEnter];
}


- (void)onExit
{
    [[CCTouchDispatcher sharedDispatcher] removeDelegate:self];
    [super onExit];
}   





- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
    NSLog(@"ccTouchBegan Called");
    if ( ![self containsTouchLocation:touch] ) return NO;
    NSLog(@"ccTouchBegan returns YES");
    return YES;
}

- (void)ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event
{
    CGPoint touchPoint = [touch locationInView:[touch view]];
    touchPoint = [[CCDirector sharedDirector] convertToGL:touchPoint];

    NSLog(@"ccTouch Moved is called");
}

- (void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event
{
    NSLog(@"ccTouchEnded is called");
}


@end
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  • 您还可以使用boundingBox属性而不是自定义rect方法. (2认同)
  • 仅供参考,我认为这可能是一种更好的方法,除非我遗漏了一些东西: - (BOOL)containsTouchLocation:(UITouch*)touch {CGPoint touchNodeSpace = [self convertTouchToNodeSpace:touch]; return CGRectContainsPoint(CGRectMake(0,0,[self contentSize] .width,[self contentSize] .height),touchNodeSpace); } (2认同)