我需要帮助用手指计算精灵的旋转。精灵旋转很好,但是在我的手指初始触摸时,它会以某种方式单独旋转几度。
旋转仅在手指围绕精灵中心旋转时才有效。
我正在尝试模拟自行车车轮,并有齿轮精灵和踏板精灵作为齿轮精灵的孩子。我希望自行车轮在我触摸踏板并旋转时旋转。我还没到那么远。现在我正试图弄清楚如何摆脱装备的初始换档。
这是完整的代码
#import "BicycleScene.h"
@implementation BicycleScene
+(id) scene
{
// 'scene' is an autorelease object.
CCScene *scene = [CCScene node];
// 'layer' is an autorelease object.
BicycleScene *layer = [BicycleScene node];
// add layer as a child to scene
[scene addChild: layer];
// return the scene
return scene;
}
-(id) init
{
if ((self=[super init])) {
CGSize winSize = [[CCDirector sharedDirector] winSize];
//place the bicycle sprite
bicycleSprite = [CCSprite spriteWithFile:@"bike_gear.png"];
bicycleSprite.position = ccp(bicycleSprite.contentSize.width/2 + 100, winSize.height/2);
[self addChild:bicycleSprite z:1];
//place the pedal sprite
pedalSprite = [CCSprite spriteWithFile:@"bike_pedal.png"];
[bicycleSprite addChild:pedalSprite z:1];
pedalSprite.position = ccp(150, 15);
//enable touch
self.isTouchEnabled = YES;
[self schedule:@selector(gameLoop:) interval:.1/100];
}
return self;
}
-(void) ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
NSLog(@"Touch begun");
}
-(void)gameLoop:(ccTime) dt{
bicycleSprite.rotation = cocosAngle;
}
-(void) ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
NSLog(@"Touch moved");
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInView:[touch view]];
CGPoint previousLocation = [touch previousLocationInView:[touch view]];
CGPoint touchingPoint = [[CCDirector sharedDirector] convertToGL:location];
CGPoint previousTouchingPoint = [[CCDirector sharedDirector] convertToGL:previousLocation];
CGPoint vector = ccpSub(touchingPoint, bicycleSprite.position);
CGFloat rotateAngle = -ccpToAngle(vector);
previousAngle = cocosAngle;
cocosAngle = CC_RADIANS_TO_DEGREES( rotateAngle);
//bicycleSprite.rotation = cocosAngle;
}
@end
如果该行:
,我有点困惑CGPoint vector = ccpSub(touchingPoint, bicycleSprite.position);
实际应该是:
CGPoint vector = ccpSub(touchingPoint, previousTouchingPoint );
我也试过了,但它没有用。
我还将完整的xcodeproj上传到了4shared,对于想要在这里查看的人来说:http://www.4shared.com/file/5BaeW4oe/Healthy.html
答案 0 :(得分:9)
@interface MainScene : CCLayer {
CCSprite *dial;
CGFloat dialRotation;
}
+ (id)scene;
@end
---------------------------------
@implementation MainScene
+ (id)scene
{
CCScene *scene = [CCScene node];
CCLayer *layer = [MainScene node];
[scene addChild:layer];
return scene;
}
- (id)init
{
if((self = [super init])) {
CCLOG(@"MainScene init");
CGSize size = [[CCDirector sharedDirector]winSize];
dial = [CCSprite spriteWithFile:@"dial.png"];
dial.position = ccp(size.width/2,dial.contentSize.height/2);
[self addChild:dial];
self.isTouchEnabled = YES;
[self scheduleUpdate];
}
return self;
}
- (void)dealloc
{
[super dealloc];
}
- (void)update:(ccTime)delta
{
dial.rotation = dialRotation;
}
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
}
- (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
//acquire the previous touch location
CGPoint firstLocation = [touch previousLocationInView:[touch view]];
CGPoint location = [touch locationInView:[touch view]];
//preform all the same basic rig on both the current touch and previous touch
CGPoint touchingPoint = [[CCDirector sharedDirector] convertToGL:location];
CGPoint firstTouchingPoint = [[CCDirector sharedDirector] convertToGL:firstLocation];
CGPoint firstVector = ccpSub(firstTouchingPoint, dial.position);
CGFloat firstRotateAngle = -ccpToAngle(firstVector);
CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle);
CGPoint vector = ccpSub(touchingPoint, dial.position);
CGFloat rotateAngle = -ccpToAngle(vector);
CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle);
//keep adding the difference of the two angles to the dial rotation
dialRotation += currentTouch - previousTouch;
}
- (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
}
编辑:对不起,我不能让它保持代码模式。但这是解决方案,它应该很容易在您的代码中实现。干杯!
答案 1 :(得分:0)
在ccTouchesBegan
中,使用与ccTouchesMoved
中相同的代码来确定角度,然后使用CCRotateTo
移动到该角度。当CCRotateTo
处于活动状态时,您需要处理用户移动手指的一些操作,可能会停止当前操作并踢出另一个操作以移动到新角度。