我是cocos2d的新手,请原谅我的无知,但我想知道如何检测精灵何时被触摸并在触摸时调用方法。
我已经定义并添加了我的精灵:
CCSprite *infoButton = [CCSprite spriteWithFile: @"info.png"];
[infoButton setPosition:CGPointMake(450, 290)];
[menuBG addChild:infoButton];
我已经遵循了各种资源,但它们一直很模糊,其中大部分精灵都是在自己的类中设置的。
提前致谢。
答案 0 :(得分:11)
在常规Cocos2D中:
-(void) ccTouchesBegan:(NSSet*)touches withEvent:(id)event
{
CCDirector* director = [CCDirector sharedDirector];
UITouch* touch = [touches anyObject];
CGPoint touchLocation = [touch locationInView:director.openGLView];
CGPoint locationGL = [director convertToGL:touchLocation];
CGPoint locationInNodeSpace = [infoButton convertToNodeSpace:locationGL];
CGRect bbox = CGRectMake(0, 0,
infoButton.contentSize.width,
infoButton.contentSize.height);
if (CGRectContainsPoint(bbox, locationInNodeSpace))
{
// code for when user touched infoButton sprite goes here ...
}
}
通过Cocos2D的方法证明Kobold2D简化了多少:
-(void) update:(ccTime)delta
{
KKInput* input = [KKInput sharedInput];
if ([input isAnyTouchOnNode:infoButton touchPhase:KKTouchPhaseBegan])
{
// code for when user touched infoButton sprite goes here ...
}
}
答案 1 :(得分:5)
为什么不使用CCMenuItemImage?
CCMenuItemImage* info = [CCMenuItemImage itemFromNormalImage:@"info.png" selectedImage:@"info.png" target:self selector:@selector(pressed:)];
CCMenu* menu = [CCMenu menuWithItems:info, nil];
menu.position = ccp(450,290);
[menuBG addChild:menu];
每当用户按下按钮时和另一个功能..
-(void)pressed:(id)sender
{
// whatever you would like to do here...
}
答案 2 :(得分:0)
解决方案取决于您的代码架构。对于菜单项,请使用 xuanweng 变体。或者,您可以在父图层的ccTouchBegan
方法中检查触点与精灵边界的交点。您需要将触摸点转换为图层空间(通常情况下,此转换是标识)并检查CGRectContainsPoint ([sprite boundingBox], touchPos)
答案 3 :(得分:0)
我不久前制作了这个自定义事件监听器
这是CCNode + events.h文件(头文件)
//
// CCNode+events.h
// Save the world´s
//
// Created by Sebastian Winbladh on 2013-10-14.
// Copyright (c) 2013 Sebastian Winbladh. All rights reserved.
//
#import "cocos2d.h"
#import <objc/runtime.h>
//We are using CCLayer so we can capture events that occurs on top of it
@interface EventLayer : CCLayer
@property (nonatomic,assign) NSMutableArray *nodes;
@property (nonatomic,assign) void (^callback)(NSArray*nodeArray,NSSet*touches,NSString *event);
+(id)sharedEventLayer:(CCNode *)on callback:(void(^)(NSArray*nodeArray,NSSet*touches,NSString *event))block node:(NSArray *)addNode;
@end
@interface CCNode (props)
@property (nonatimic,assign) id rotationCX;
@property (nonatomic,assign) id rotationCY;
@property (nonatomic,assign) id scaleCX;
@property (nonatomic,assign) id scaleCY;
@end
//Sprite category
//Used to capture sprite cords and eval events
@interface CCNode (events)
-(void)addEventWithEvent:(NSString *)event callback:(void(^)(CCNode*node))back useDispatcher:(BOOL)disp;
@end
这是CCNode + events.m文件(主文件)
//
// Created by Sebastian Winbladh on 2013-10-14.
// Copyright (c) 2013 Sebastian Winbladh. All rights reserved.
//
#import "CCNode+events.h"
@implementation EventLayer
@synthesize callback,nodes;
//Shared instance
+(id)sharedEventLayer:(CCNode *)on callback:(void (^)(NSArray*nodeArray,NSSet*touches,NSString *event))block node:(NSArray *)addNode{
static dispatch_once_t onceToken;
static EventLayer *eventLayer;
dispatch_once(&onceToken, ^{
eventLayer = [[[EventLayer alloc]init]autorelease];
eventLayer.callback = block;
[[eventLayer getParent:on] addChild:eventLayer];
});
[eventLayer.nodes addObject:addNode];
return eventLayer;
}
//Find top level parent child
-(id)getParent:(CCNode*)on{
id ret=on;
BOOL done=false;
while(done == false){
ret = [ret parent];
if(![[ret parent] children]){
done = true;
}
}return ret;
}
-(void)callbackWithEvent:(NSString*)event nsSet:(NSSet *)set{
for(NSArray *lNodeArray in nodes){
self.callback(lNodeArray,set,event);
}
}
-(void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
[self callbackWithEvent:@"touchBegan" nsSet:touches];
}
-(void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
[self callbackWithEvent:@"touchEnded" nsSet:touches];
}
-(void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
[self callbackWithEvent:@"touchDrag" nsSet:touches];
}
//Initilize
-(id)init{
if(self = [super init]){
[self setTouchEnabled:YES];
nodes = [[NSMutableArray alloc]init];
}
return self;
}
-(void)dealloc{
//Dealloc nodes
[nodes release];
nodes = nil;
[super dealloc];
}
@end
@implementation CCNode (props)
@dynamic rotationCX,rotationCY,scaleCX,scaleCY;
-(void)setRotationCX:(id)rotationCX{
objc_setAssociatedObject(self, @selector(rotationCX), rotationCX, OBJC_ASSOCIATION_RETAIN_NONATOMIC);
}
-(id)rotationCX{return objc_getAssociatedObject(self, @selector(rotationCX));}
-(void)setRotationCY:(id)rotationCY{
objc_setAssociatedObject(self, @selector(rotationCY), rotationCY, OBJC_ASSOCIATION_RETAIN_NONATOMIC);
}
-(id)rotationCY{return objc_getAssociatedObject(self, @selector(rotationCY));}
//Scales
-(void)setScaleCX:(id)scaleCX{
objc_setAssociatedObject(self, @selector(scaleCX), scaleCX, OBJC_ASSOCIATION_RETAIN_NONATOMIC);
}
-(id)scaleCX{return objc_getAssociatedObject(self, @selector(scaleCX));}
-(void)setScaleCY:(id)scaleCY{
objc_setAssociatedObject(self, @selector(scaleCY), scaleCY, OBJC_ASSOCIATION_RETAIN_NONATOMIC);
}
-(id)scaleCY{return objc_getAssociatedObject(self, @selector(scaleCY));}
@end
@implementation CCNode (events)
-(void)createEventLayerWithEvent:(void(^)(NSArray*nodeArray,NSSet*touches,NSString *event))block node:(NSArray *)addNode{
[EventLayer sharedEventLayer:self callback:block node:addNode];
}
//Get top level child parent
-(id)getParent:(CCNode*)on{
id ret=on;
BOOL done=false;
while(done == false){
ret = [ret parent];
if(![[ret parent] children]){
done = true;
}
}return ret;
}
//This function creates a custom bounding box.
//It takes all childrens in the loop and calculate widths, hights, anchorPoints, positions, scales and rotations
//to get the exact bounding box of the node.
-(void)toggleRotationOnItems:(NSMutableArray *)items func:(NSString*)type{
for(NSArray *item in items){
CCNode *innerItems=[item objectAtIndex:0];
if([type isEqualToString:@"zero"]){
innerItems.rotationX=0;
innerItems.rotationY=0;
}
if([type isEqualToString:@"reset"]){
innerItems.rotationX=((NSNumber*)innerItems.rotationCX).floatValue;
innerItems.rotationY=((NSNumber*)innerItems.rotationCY ).floatValue;
}
}
}
-(CGPoint)getScalesOnChild:(CCNode *)item mother:(CCNode *)items{
CCNode *i=item;
BOOL didFinish=false;
CGPoint scales;
scales.x = item.scaleX;
scales.y = item.scaleY;
while(didFinish == false){
if([i isEqual:items])didFinish=true;
i = [i parent];
scales.x *= i.scaleX;
scales.y *= i.scaleY;
}
return scales;
}
-(BOOL)isVisible:(CCNode*)node mother:(CCNode*)m{
CCNode *i=node;
BOOL didFinish=false;
while(didFinish == false){
if(i.visible == false){
return false;
continue;
}
if([i isEqual:m])didFinish=true;
i = [i parent];
}
return true;
}
-(NSMutableArray*)createBoundingBox:(CCNode *)node{
node.rotationCX = [NSNumber numberWithFloat:node.rotationY ];
node.rotationCY = [NSNumber numberWithFloat:node.rotationY ];
node.scaleCX = [NSNumber numberWithFloat:node.scaleX ];
node.scaleCY = [NSNumber numberWithFloat:node.scaleY];
NSMutableArray *l=[[[NSMutableArray alloc]initWithObjects:node, nil]autorelease];
int c=1;
NSMutableArray *ret=[[[NSMutableArray alloc]init]autorelease];
if(node.visible == true)ret=[[[NSMutableArray alloc]initWithObject:[NSArray arrayWithObjects:node,nil]]autorelease];
//This first loop will loop until the count var is stable//
for(int r=0;r<c;r++){
//This loop will loop thru the child element list//
for(int z=0;z<[[l objectAtIndex:r] children].count;z++){
//Push the element to the return array.
CCNode *nodeItem = ((CCNode*)[[[l objectAtIndex:r] children] objectAtIndex:z]);
nodeItem.rotationCX = [NSNumber numberWithFloat:nodeItem.rotationX ];
nodeItem.rotationCY = [NSNumber numberWithFloat:nodeItem.rotationY ];
nodeItem.scaleCX = [NSNumber numberWithFloat:nodeItem.scaleX ];
nodeItem.scaleCY = [NSNumber numberWithFloat:nodeItem.scaleY];
if([self isVisible:nodeItem mother:node])[ret addObject:[NSArray arrayWithObjects:nodeItem, nil]];
if([[[[[l objectAtIndex:r] children] objectAtIndex:z] children] objectAtIndex:0]){
[l addObject:[[[l objectAtIndex:r] children] objectAtIndex:z]];
c++;
}//IF
}//FOR
}//FOR
NSMutableArray *statickPoints = [[[NSMutableArray alloc]init]autorelease];
NSMutableArray *dynamicPoints = [[[NSMutableArray alloc]init]autorelease];
//Set the rotation to 0 so we can calculate the values better
[self toggleRotationOnItems:ret func:@"zero"];
for(NSArray *items in ret){
//Create variables to hold the node point and the item it self
CGPoint nodePoint;
CCNode *innerItems=[items objectAtIndex:0];
//Check wich node world we will use
nodePoint = [[innerItems parent] convertToWorldSpace:innerItems.position];
CGPoint scales=[self getScalesOnChild:innerItems mother:node];
float widthOffsetP1 = innerItems.contentSize.width*innerItems.anchorPoint.x*scales.x;
float heightOffsetP1 = innerItems.contentSize.height*innerItems.anchorPoint.y*scales.y;
float widthOffsetP1Flip = innerItems.contentSize.width*(1-innerItems.anchorPoint.x)*scales.x;
float heightOffsetP1Flip = innerItems.contentSize.height*(1-innerItems.anchorPoint.y)*scales.y;
//statick positions
CGPoint point1 = CGPointMake(nodePoint.x-widthOffsetP1,nodePoint.y+heightOffsetP1Flip);
CGPoint point2 = CGPointMake(nodePoint.x-widthOffsetP1+innerItems.contentSize.width*scales.x,
nodePoint.y-heightOffsetP1+innerItems.contentSize.height*scales.y);
CGPoint point3 = CGPointMake(nodePoint.x-widthOffsetP1+innerItems.contentSize.width*scales.x,
nodePoint.y-heightOffsetP1);
CGPoint point4 = CGPointMake(nodePoint.x-widthOffsetP1,nodePoint.y-heightOffsetP1);
//Append to array
[statickPoints addObject:[NSArray arrayWithObjects:innerItems,
[NSValue valueWithCGPoint:point1],
[NSValue valueWithCGPoint:point2],
[NSValue valueWithCGPoint:point3],
[NSValue valueWithCGPoint:point4],nil]];
}
//Callculate mother and child rotations
for(NSArray *items in statickPoints){
NSValue *point1 = [items objectAtIndex:1];
NSValue *point2 = [items objectAtIndex:2];
NSValue *point3 = [items objectAtIndex:3];
NSValue *point4 = [items objectAtIndex:4];
int matrix_length=3;
CGPoint points[matrix_length];
points[0] = [point1 CGPointValue];
points[1] = [point2 CGPointValue];
points[2] = [point3 CGPointValue];
points[3] = [point4 CGPointValue];
// Seting the statick positions to the rotations
for(int i=0;i<=matrix_length;i++){
CGPoint nodePoint;
CCNode *item = [items objectAtIndex:0];
BOOL didFinish = false;
while(didFinish == false){
nodePoint = [[item parent] convertToWorldSpace:item.position];
float widthOffsetP1 = (points[i].x - (nodePoint.x));
float heightOffsetP1 = (points[i].y - (nodePoint.y));
float radians1=sqrt(fabs(powf(widthOffsetP1, 2))+fabs(powf(heightOffsetP1,2)));
float newRotation1 =CC_RADIANS_TO_DEGREES(atan2(widthOffsetP1,heightOffsetP1)) + ((NSNumber*)item.rotationCX).floatValue ;
float p1RotApplyed=(radians1) * sinf(CC_DEGREES_TO_RADIANS(newRotation1));
float p2RotApplyed=(radians1) * cosf(CC_DEGREES_TO_RADIANS(newRotation1));
points[i].x-=-p1RotApplyed+(widthOffsetP1);
points[i].y-=-p2RotApplyed+(heightOffsetP1);
if([item isEqual:node]){
didFinish=true;
}
item = [item parent];
}
}
[dynamicPoints addObject:[NSArray arrayWithObjects:[NSValue valueWithCGPoint:points[0]],
[NSValue valueWithCGPoint:points[1]],
[NSValue valueWithCGPoint:points[2]],
[NSValue valueWithCGPoint:points[3]],
nil]];
/* CCLabelTTF *la=[CCLabelTTF labelWithString:@"O" fontName:@"Arial" fontSize:6];
la.anchorPoint=ccp(0.5,0.5);
la.position=points[3];
[[self getParent:node ]addChild:la];
CCLabelTTF *la1=[CCLabelTTF labelWithString:@"O" fontName:@"Arial" fontSize:6];
la1.anchorPoint=ccp(0.5,0.5);
la1.position=points[2];
[[self getParent:node ]addChild:la1];
CCLabelTTF *la2=[CCLabelTTF labelWithString:@"O" fontName:@"Arial" fontSize:6];
la2.anchorPoint=ccp(0.5,0.5);
la2.position=points[1];
[[self getParent:node ]addChild:la2];
CCLabelTTF *la3=[CCLabelTTF labelWithString:@"O" fontName:@"Arial" fontSize:6];
la3.anchorPoint=ccp(0.5,0.5);
la3.position=points[0];
[[self getParent:node ]addChild:la3];*/
}
//Reset rotations
[self toggleRotationOnItems:ret func:@"reset"];
return dynamicPoints;
}
-(BOOL)boxContainsPoint:(CGPoint)p box:(NSMutableArray*)a test:(CCNode*)t{
BOOL returns=false;
NSMutableArray *ret=[[[NSMutableArray alloc]init]autorelease];
for(NSArray *items in a){
NSValue *point1 = [items objectAtIndex:0];
NSValue *point2 = [items objectAtIndex:1];
NSValue *point3 = [items objectAtIndex:2];
NSValue *point4 = [items objectAtIndex:3];
int matrix_length=4;
CGPoint points[matrix_length*2+1];
points[8] = points[4] = points[0] = [point1 CGPointValue];
points[5] = points[1] = [point2 CGPointValue];
points[6] = points[2] = [point3 CGPointValue];
points[7] = points[3] = [point4 CGPointValue];
NSMutableArray *hits=[[[NSMutableArray alloc]init]autorelease];
int p1=0;
float max=0;
for(int i=0;i<=matrix_length;i++){if(points[i].y>=max)p1=i;max=points[i].y;}
for(int i=0;i<matrix_length;i+=2){
CGPoint graphOrigo = ccp(points[p1+i+1].x,points[p1+i].y);
double x = (graphOrigo.x-p.x);
double k = (graphOrigo.y-points[p1+i+1].y)/(graphOrigo.x-points[p1+i].x);
double m = (graphOrigo.y-points[p1+i+1].y);
double y = (-k*x+m);
if((graphOrigo.y-p.y)>(y) && i <=1){
[hits addObject:[NSNumber numberWithBool:YES]];
}else if((graphOrigo.y-p.y)<(y) && i >=1){
[hits addObject:[NSNumber numberWithBool:YES]];
}else{
[hits addObject:[NSNumber numberWithBool:NO]];
}
graphOrigo = ccp(points[p1+i+1].x,points[p1+i+2].y);
y = (graphOrigo.y-p.y);
k = (graphOrigo.x-points[p1+i+2].x)/(graphOrigo.y-points[p1+i+1].y);
m = (graphOrigo.x-points[p1+i+2].x);
x = (-k*y+m);
if((graphOrigo.x-p.x)>(x) && i <=1){
[hits addObject:[NSNumber numberWithBool:YES]];
}else if((graphOrigo.x-p.x)<(x) && i >=1){
[hits addObject:[NSNumber numberWithBool:YES]];
}else{
[hits addObject:[NSNumber numberWithBool:NO]];
}
}
BOOL hit=YES;
for(NSNumber *bools in hits){
if(bools.boolValue == NO){
hit=NO;
}
}
[ret addObject:[NSNumber numberWithBool:hit]];
}
for(NSNumber *b in ret){
if(b.boolValue == YES){
returns=true;
}
}
return returns;
}
-(BOOL)validateToush:(NSSet *)touches nodePoint:(CCNode *)node{
UITouch *touch = [touches anyObject];
id parent = [self getParent:self];
//Touch to global node space
CGPoint touchPoint = [parent convertTouchToNodeSpace:touch];
NSMutableArray *nodeBox = [self createBoundingBox:(CCNode *)node];
//Validating of hit point
if([self boxContainsPoint:touchPoint box:nodeBox test:node])return true;
return false;
}
-(void)addEventWithEvent:(NSString *)event callback:(void (^)(CCNode*node))back useDispatcher:(BOOL)disp{
//Add a cc layer so we can capture toushes
[self createEventLayerWithEvent:^(NSArray*nodeArray,NSSet*touches,NSString *event) {
//Calback block
NSArray *lNodeArray=nodeArray;
CCNode *lNode = [lNodeArray objectAtIndex:0];
void(^nodeBack)(CCNode*node) =[nodeArray objectAtIndex:2];
BOOL disp =((NSNumber *)[nodeArray objectAtIndex:3]).boolValue;
if([[lNodeArray objectAtIndex:1] isEqualToString:@"touchBegan"]){
//Return to callback block
if([event isEqualToString:@"touchBegan"] && [lNode validateToush:touches nodePoint:lNode] || disp==NO && [event isEqualToString:@"touchBegan"])nodeBack((CCNode*)[nodeArray objectAtIndex:0]);
}else if([[lNodeArray objectAtIndex:1] isEqualToString:@"touchEnded"]){
//Return to callback block
if([event isEqualToString:@"touchEnded"] && [lNode validateToush:touches nodePoint:lNode] || disp==NO && [event isEqualToString:@"touchEnded"])nodeBack((CCNode*)[nodeArray objectAtIndex:0]);
}else if([[lNodeArray objectAtIndex:1]isEqualToString:@"touchDrag"]){
//Return to callback block
if([event isEqualToString:@"touchDrag"] && [lNode validateToush:touches nodePoint:lNode] || disp==NO && [event isEqualToString:@"touchDrag"])nodeBack((CCNode*)[nodeArray objectAtIndex:0]);
}
} node:[NSArray arrayWithObjects:self,event,Block_copy(back),[NSNumber numberWithBool:disp], nil]];
}
@end
要使用此事件,侦听器非常简单
然后您通过编码
来创建活动[yourNode addEventWithEvent:@“touchBegan”callback:^(CCNode * node){
NSLog(@“Touch on node”);
} useDispatcher:YES];
addEventWithEvent参数有三种类型
回调采用将在上述事件中触发的回调块。
useDispatcher采用BOOL值(YES或NO)。 如果将其设置为YES,则会在CCNode上触发事件。 如果将其设置为NO,则会在屏幕上触发事件