好吧,所以我开始更多地了解Coco2D,但我有点冷漠.我发现的许多教程都是针对代码的过时版本,因此当我查看并查看它们如何执行某些操作时,我无法将其转换为我自己的程序,因为已经发生了很多变化.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
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"); }
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.我尝试创建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这些方法:
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event - (void)ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event - (void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event
所以现在我弄明白为什么我的不行……嗯……
解决方法
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
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