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基于Cocos2d-x3.2的虚拟摇杆实现及操控角色移动

发布时间:2020-12-14 19:42:52 所属栏目:百科 来源:网络整理
导读:本来以为引擎会自带这个摇杆类,后来查了一下,Cocos2d-x里面没有,自己写了一个来试试,基本可以使用,感觉还可以,拿出来和大家分享一下,可能还有很多不足之处,请大家指出 头文件: pre name="code" class="cpp" #ifndef _CONTROLLER_H_#define _CONTROL

本来以为引擎会自带这个摇杆类,后来查了一下,Cocos2d-x里面没有,自己写了一个来试试,基本可以使用,感觉还可以,拿出来和大家分享一下,可能还有很多不足之处,请大家指出

头文件:

<pre name="code" class="cpp">
#ifndef _CONTROLLER_H_
#define _CONTROLLER_H_

#include "cocos2d.h"
USING_NS_CC;

class Controller : public Layer
{
public:

	bool init();
	CREATE_FUNC(Controller);
	static Scene* createScene();

	bool onTouchBegan(Touch *touch,Event *event);
	void onTouchMoved(Touch *touch,Event *event);
	void onTouchEnded(Touch *touch,Event *event);

private:
	Point m_centerPoint;
	Point m_currentPoint;
	Point m_PlanePoint;
	float m_radius;
	Sprite* m_Sprite;
	Sprite* m_bgSprite;
	Sprite* m_plane;
	Size m_size;
	void update(float dt);
	EventListenerTouchOneByOne* m_listener;

};
#endif

 源文件: 
 
 
#include "Controller.h"
#include "VisibleRect.h"

Scene* Controller::createScene()
{
	auto scene = Scene::create();
	auto layer = Controller::create();
	scene->addChild(layer);
	return scene;
}
bool Controller::init()
{
	m_radius = 60.0;
	m_size = Director::getInstance()->getWinSize();

	m_PlanePoint = Vec2(m_size.width / 2,m_size.height / 2);

	auto bg = Sprite::create("image/background.png");
	bg->setPosition(m_size.width / 2,m_size.height / 2);
	this->addChild(bg);

	m_bgSprite = Sprite::create("yellow_round.png");
	m_bgSprite->setPosition(VisibleRect::leftBottom().x + m_bgSprite->getContentSize().width / 2,VisibleRect::bottom().y + m_bgSprite->getContentSize().height / 2);
	this->addChild(m_bgSprite,10);

	auto size = m_bgSprite->getContentSize();
	m_centerPoint = Vec2(size.width / 2,size.height / 2);
	m_currentPoint = m_centerPoint;
	m_Sprite = Sprite::create("CloseSelected.png");
	m_Sprite->setPosition(m_centerPoint);
	m_Sprite->setScale(1.5);
	this->addChild(m_Sprite,10);

	m_plane = Sprite::create("hero2.png");
	m_plane->setPosition(m_PlanePoint);
	this->addChild(m_plane,10);

	this->scheduleUpdate();

	m_listener = EventListenerTouchOneByOne::create();
	m_listener->onTouchBegan = CC_CALLBACK_2(Controller::onTouchBegan,this);
	m_listener->onTouchMoved = CC_CALLBACK_2(Controller::onTouchMoved,this);
	m_listener->onTouchEnded = CC_CALLBACK_2(Controller::onTouchEnded,this);
	_eventDispatcher->addEventListenerWithSceneGraphPriority(m_listener,this);

	return true;
}

void Controller::update(float dt)
{
	m_Sprite->setPosition(m_currentPoint);
	//右
	if (m_currentPoint.x - m_centerPoint.x > 0&&m_plane->getPosition().x+m_plane->getContentSize().width/2<m_size.width)
	{
		m_plane->setPosition(m_plane->getPosition().x + 3,m_plane->getPosition().y);
		m_plane->setFlipX(false);
	}
	//左
	if (m_currentPoint.x - m_centerPoint.x < 0 && m_plane->getPosition().x - m_plane->getContentSize().width / 2>0)
	{
		m_plane->setPosition(m_plane->getPosition().x - 3,m_plane->getPosition().y);
		m_plane->setFlipX(true);
	}
	//上
	if (m_currentPoint.y - m_centerPoint.y > 0 && m_plane->getPosition().y + m_plane->getContentSize().height / 2<m_size.height)
	{
		m_plane->setPosition(m_plane->getPosition().x,m_plane->getPosition().y+3);
	}
	//下
	if (m_currentPoint.y - m_centerPoint.y < 0 && m_plane->getPosition().y - m_plane->getContentSize().height / 2>0)
	{
		m_plane->setPosition(m_plane->getPosition().x,m_plane->getPosition().y - 3);
	}


}

bool Controller::onTouchBegan(Touch *touch,Event *event)
{
	auto point = touch->getLocationInView();
	point = Director::getInstance()->convertToGL(point);
	if (ccpDistance(point,m_centerPoint) > m_radius)
	{
		return false;
	}
	else
	{
		m_currentPoint = point;	
	}
	return true;

}

void Controller::onTouchMoved(Touch *touch,m_centerPoint) > m_radius)
	{
		m_currentPoint = ccpAdd(m_centerPoint,ccpMult(ccpNormalize(ccpSub(point,m_centerPoint)),m_radius));
	}
	else
	{
		m_currentPoint = point;
	}
}

void Controller::onTouchEnded(Touch *touch,Event *event)
{
	m_currentPoint = m_centerPoint;
}



好,demo本身实现比较简单,只是单纯满足摇杆功能实现,以及简单控制角色移动。效果还不是很好,会加以改进

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