基于Cocos2d-x3.2的虚拟摇杆实现及 *** 控角色移动

基于Cocos2d-x3.2的虚拟摇杆实现及 *** 控角色移动,第1张

概述本来以为引擎会自带这个摇杆类,后来查了一下,Cocos2d-x里面没有,自己写了一个来试试,基本可以使用,感觉还可以,拿出来和大家分享一下,可能还有很多不足之处,请大家指出 头文件: <pre name="code" class="cpp"> #ifndef _CONTROLLER_H_#define _CONTROLLER_H_#include "cocos2d.h"USING_NS_C

本来以为引擎会自带这个摇杆类,后来查了一下,Cocos2d-x里面没有,自己写了一个来试试,基本可以使用,感觉还可以,拿出来和大家分享一下,可能还有很多不足之处,请大家指出

头文件:

<pre name="code" >
#ifndef _CONTRolLER_H_#define _CONTRolLER_H_#include "cocos2d.h"USING_NS_CC;class Controller : public Layer{public:	bool init();	CREATE_FUNC(Controller);	static Scene* createScene();	bool ontouchBegan(touch *touch,Event *event);	voID ontouchmoved(touch *touch,Event *event);	voID ontouchended(touch *touch,Event *event);private:	Point m_centerPoint;	Point m_currentPoint;	Point m_PlanePoint;	float m_radius;	Sprite* m_Sprite;	Sprite* m_bgSprite;	Sprite* m_plane;	Size m_size;	voID update(float dt);	EventListenertouchOneByOne* m_Listener;};#endif

 源文件:   
#include "Controller.h"#include "VisibleRect.h"Scene* Controller::createScene(){	auto scene = Scene::create();	auto layer = Controller::create();	scene->addChild(layer);	return scene;}bool Controller::init(){	m_radius = 60.0;	m_size = Director::getInstance()->getWinSize();	m_PlanePoint = Vec2(m_size.wIDth / 2,m_size.height / 2);	auto bg = Sprite::create("image/background.png");	bg->setposition(m_size.wIDth / 2,m_size.height / 2);	this->addChild(bg);	m_bgSprite = Sprite::create("yellow_round.png");	m_bgSprite->setposition(VisibleRect::leftBottom().x + m_bgSprite->getContentSize().wIDth / 2,VisibleRect::bottom().y + m_bgSprite->getContentSize().height / 2);	this->addChild(m_bgSprite,10);	auto size = m_bgSprite->getContentSize();	m_centerPoint = Vec2(size.wIDth / 2,size.height / 2);	m_currentPoint = m_centerPoint;	m_Sprite = Sprite::create("CloseSelected.png");	m_Sprite->setposition(m_centerPoint);	m_Sprite->setScale(1.5);	this->addChild(m_Sprite,10);	m_plane = Sprite::create("hero2.png");	m_plane->setposition(m_PlanePoint);	this->addChild(m_plane,10);	this->scheduleUpdate();	m_Listener = EventListenertouchOneByOne::create();	m_Listener->ontouchBegan = CC_CALLBACK_2(Controller::ontouchBegan,this);	m_Listener->ontouchmoved = CC_CALLBACK_2(Controller::ontouchmoved,this);	m_Listener->ontouchended = CC_CALLBACK_2(Controller::ontouchended,this);	_eventdispatcher->addEventListenerWithSceneGraPHPriority(m_Listener,this);	return true;}voID Controller::update(float dt){	m_Sprite->setposition(m_currentPoint);	//右	if (m_currentPoint.x - m_centerPoint.x > 0&&m_plane->getposition().x+m_plane->getContentSize().wIDth/2<m_size.wIDth)	{		m_plane->setposition(m_plane->getposition().x + 3,m_plane->getposition().y);		m_plane->setFlipX(false);	}	//左	if (m_currentPoint.x - m_centerPoint.x < 0 && m_plane->getposition().x - m_plane->getContentSize().wIDth / 2>0)	{		m_plane->setposition(m_plane->getposition().x - 3,m_plane->getposition().y);		m_plane->setFlipX(true);	}	//上	if (m_currentPoint.y - m_centerPoint.y > 0 && m_plane->getposition().y + m_plane->getContentSize().height / 2<m_size.height)	{		m_plane->setposition(m_plane->getposition().x,m_plane->getposition().y+3);	}	//下	if (m_currentPoint.y - m_centerPoint.y < 0 && m_plane->getposition().y - m_plane->getContentSize().height / 2>0)	{		m_plane->setposition(m_plane->getposition().x,m_plane->getposition().y - 3);	}}bool Controller::ontouchBegan(touch *touch,Event *event){	auto point = touch->getLocationInVIEw();	point = Director::getInstance()->convertToGL(point);	if (ccpdistance(point,m_centerPoint) > m_radius)	{		return false;	}	else	{		m_currentPoint = point;		}	return true;}voID Controller::ontouchmoved(touch *touch,m_centerPoint) > m_radius)	{		m_currentPoint = ccpAdd(m_centerPoint,ccpMult(ccpnormalize(ccpsub(point,m_centerPoint)),m_radius));	}	else	{		m_currentPoint = point;	}}voID Controller::ontouchended(touch *touch,Event *event){	m_currentPoint = m_centerPoint;}



好,demo本身实现比较简单,只是单纯满足摇杆功能实现,以及简单控制角色移动。效果还不是很好,会加以改进

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