- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
if (_nextProjectile != nil) return;
CGPoint location = [touch locationInView:[touch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
[[SimpleAudioEngine sharedEngine] playEffect:@"pew-pew-lei.caf"];
CGSize winSize = [[CCDirector sharedDirector] winSize];
CGRect rect = CGRectMake(imgArrow.position.x, imgArrow.position.y,imgArrow.contentSize.width, imgArrow.contentSize.height);
if(CGRectContainsPoint(rect, location))
{
**_nextProjectile = [[CCSprite spriteWithFile:@"newarrow.png"]retain];
_nextProjectile.position = ccp(430,190);**
[imgArrow runAction:[CCSequence actions:
[CCRotateTo actionWithDuration:0 angle:0],
[CCCallFunc actionWithTarget:self selector:@selector(finishShoot)],
nil]];
[blankBow setVisible:true];
[imgArrow setVisible:false];
[walkAnimFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:@"bow1.png", 0]]];
[walkAnimFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:@"bow2.png", 1]]];
[walkAnimFrames addObject:
[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:
[NSString stringWithFormat:@"bow3.png", 2]]];
walkAnim = [CCAnimation animationWithFrames:walkAnimFrames delay:0.2f];
self.walkAction = [CCRepeatForever actionWithAction:
[CCAnimate actionWithAnimation:walkAnim restoreOriginalFrame:NO]];
self.walkAction.tag = 1;
[blankBow runAction:_walkAction];
CCSprite *sprite = blankBow;
CCCallBlock *block = [CCCallBlock actionWithBlock:^{
[sprite stopActionByTag:1];
}];
CCDelayTime *time = [CCDelayTime actionWithDuration:0.3];
[sprite runAction:[CCSequence actions:time, block, nil]];
if(flagmultitouch == TRUE)
{
id actionMove = [CCMoveTo actionWithDuration:1.5
position:ccp(-48,160)];
id actionMoveDone = [CCCallFuncN actionWithTarget:self
selector:@selector(spriteMoveFinished:)];
[_nextProjectile runAction:[CCSequence actions:actionMove, actionMoveDone, nil]];
flagmultitouch = FALSE;
}
if(_nextProjectile !=nil)
_nextProjectile.tag = 2;
}
else
{
}
return YES;
}
问题在于
_nextProjectile = [[CCSprite spriteWithFile:@“newarrow.png”] retain]; _nextProjectile.position = ccp(430,190);
当我在init方法初始化__nextProjectile时,ccTouchBegan方法不起作用.. 并通过放置 _nextProjectile = [[CCSprite spriteWithFile:@“newarrow.png”]保留]; _nextProjectile.position = ccp(430,190); 在ccTouchBegan中,每次Touch执行时都会初始化。 任何帮助?!!
答案 0 :(得分:2)
启用同一层的触控。
-(void)onEnter
{
[super onEnter];
self.touchEnabled = YES; //In Cocos2d 1.0: self.isTouchEnabled
}
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInView: [touch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
}