我有像精灵一样的矛。它的旋转由touchesMoved方法决定。每当用户滑动他的手指时,它指向该触摸。这是我的方法:
- (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch* touch = [touches anyObject];
CGPoint location = [touch locationInView: [touch view]];
float angleRadians = atanf((float)location.y / (float)location.x);
float angleDegrees = CC_RADIANS_TO_DEGREES(angleRadians);
spear.rotation = -1 * angleDegrees;
}
这种方法有效,但只有0到45度。而且相反。因此,当我从手指向下移动到顶部时,它顺时针旋转(它应该遵循方向并逆时针旋转)。从45到90,它工作正常(点击式移动)但只有当我在屏幕的上对角线开始触摸时。
我做错了什么? 感谢
答案 0 :(得分:1)
#define PTM_RATIO 32
- (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
for( UITouch *touch in touches ) {
CGPoint location = [touch locationInView: [touch view]];
location = [[CCDirector sharedDirector] convertToGL: location];
b2Vec2 locationWorld = b2Vec2(location.x/PTM_RATIO, location.y/PTM_RATIO);
spriteBody->SetTransform(locationWorld,spriteBody->GetAngle());
}
}
-(void) tick: (ccTime) dt
{
//It is recommended that a fixed time step is used with Box2D for stability
//of the simulation, however, we are using a variable time step here.
//You need to make an informed choice, the following URL is useful
//http://gafferongames.com/game-physics/fix-your-timestep/
int32 velocityIterations = 8;
int32 positionIterations = 1;
// Instruct the world to perform a single step of simulation. It is
// generally best to keep the time step and iterations fixed.
m_world->Step(dt, velocityIterations, positionIterations);
// for (int i = 0; i < (int)birds.size(); i++)
// birds[i]->render();
//Iterate over the bodies in the physics world
for (b2Body* b = m_world->GetBodyList(); b; b = b->GetNext())
{
if (b->GetUserData() != NULL) {
//Synchronize the AtlasSprites position and rotation with the corresponding body
CCSprite *myActor = (CCSprite*)b->GetUserData();
myActor.position = CGPointMake( b->GetPosition().x * PTM_RATIO, b->GetPosition().y * PTM_RATIO);
myActor.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle());
}
}
}
答案 1 :(得分:0)
弄清楚出了什么问题。我需要将我从触摸中获得的CGPoint更改为GL点,如下所示:
CGPoint location = [touch locationInView: [touch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
傻傻的我。以前应该考虑过这个。答案 2 :(得分:0)
CGPoint touchLocation = [touch locationInView: [touch view]];
touchLocation = [[CCDirector sharedDirector] convertToGL:touchLocation];
touchLocation = [self convertToNodeSpace:touchLocation];
GPoint diff = ccpSub(touchLocation, _player.position);
//rotate to face the touch
CGPoint diff = ccpSub(_player.position, touchLocation);
float angleRadians = atanf((float)diff.y / (float)diff.x);
float angleDegrees = CC_RADIANS_TO_DEGREES(angleRadians);
float cocosAngle = -1 * angleDegrees;
if(diff.x < 0)
{
cocosAngle += 180;
}
id actionRotateTo = [CCRotateTo actionWithDuration:0.1 angle:cocosAngle];
[_player runAction:actionRotateTo];