• cocos2dx 横板游戏触屏人物和背景移动 方法2


    和上篇文章里方法1不同的是只要按住屏幕的手不松开,主角会一直往触屏点相对与地图的本地坐标点移动,直到最终走到了触屏点。其实就是类似于开启了个定时器,每次定时一到就去监测是否有新的目标点。

     1 //
     2 //  FightLayer.h
     3 //  VictoryMarchDemo
     4 //
     5 //  Created by jiading on 13-1-15.
     6 //
     7 //
     8 
     9 #ifndef __VictoryMarchDemo__FightLayer__
    10 #define __VictoryMarchDemo__FightLayer__
    11 
    12 #include "cocos2d.h"
    13 #include "Player.h"
    14 #include "RangeLayer.h"
    15 #include "TouchMoveHandle.h"
    16 
    17 USING_NS_CC;
    18 
    19 class FightLayer : public CCLayer
    20 {
    21 public:
    22     FightLayer();
    23     ~FightLayer();
    24     
    25     CCLayer *mapContainer;
    26     CCSprite *backBg;
    27     CCSprite *centerBg;
    28     
    29     Player *player;
    30     
    31     CCTouch* currentTouch;
    32     
    33     void showBg();
    34     void showPlayer();
    35 
    36     virtual void onEnter();
    37     virtual void registerWithTouchDispatcher();
    38     virtual void ccTouchesEnded(CCSet *pTouches,CCEvent *pEvent);
    39     virtual bool ccTouchBegan(CCTouch* touch,CCEvent* event);
    40     virtual void ccTouchEnded(CCTouch* touch,CCEvent* event);
    41     
    42     CREATE_FUNC(FightLayer);
    43 private:
    44     CCPoint selfTargetPos;
    45     
    46     TouchMoveHandle *currentMoveHadle;
    47     
    48     void touchScheduleHandler();
    49     
    50 };
    51 
    52 
    53 #endif /* defined(__VictoryMarchDemo__FightLayer__) */
      1 //
      2 //  FightLayer.cpp
      3 //  VictoryMarchDemo
      4 //
      5 //  Created by jiading on 13-1-15.
      6 //
      7 //
      8 
      9 #include "FightLayer.h"
     10 #include "Enemy.h"
     11 
     12 FightLayer::FightLayer():
     13     currentMoveHadle(NULL)
     14 {
     15     
     16 }
     17 
     18 FightLayer::~FightLayer()
     19 {
     20     
     21 }
     22 
     23 void FightLayer::onEnter()
     24 {
     25     CCLayer::onEnter();
     26 }
     27 
     28 
     29 
     30 void FightLayer::registerWithTouchDispatcher()
     31 {
     32     CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, 0, true);
     33 }
     34 
     35 bool FightLayer::ccTouchBegan(cocos2d::CCTouch *touch, cocos2d::CCEvent *event)
     36 {
     37     currentTouch = touch;
     38     
     39     this->schedule(schedule_selector(FightLayer::touchScheduleHandler), 0.3f);
     40     
     41     
     42     selfTargetPos = ccp(touch->getLocation().x + abs(mapContainer->getPositionX()),touch->getLocation().y);
     43     if(currentMoveHadle)
     44     {
     45         currentMoveHadle->destroy();
     46         currentMoveHadle->release();
     47         currentMoveHadle = NULL;
     48     }
     49     
     50     currentMoveHadle = TouchMoveHandle::create();
     51     currentMoveHadle->retain();
     52     currentMoveHadle->handle(player, backBg, centerBg, mapContainer, selfTargetPos);
     53     return true;
     54     
     55 }
     56 
     57 void FightLayer::touchScheduleHandler()
     58 {
     59       
     60     selfTargetPos = ccp(currentTouch->getLocation().x + abs(mapContainer->getPositionX()),currentTouch->getLocation().y);
     61     if(currentMoveHadle)
     62     {
     63         currentMoveHadle->destroy();
     64         currentMoveHadle->release();
     65         currentMoveHadle = NULL;
     66     }
     67     
     68     currentMoveHadle = TouchMoveHandle::create();
     69     currentMoveHadle->retain();
     70     currentMoveHadle->handle(player, backBg, centerBg, mapContainer, selfTargetPos);
     71 
     72 }
     73 
     74 void FightLayer::ccTouchesEnded(CCSet *pTouches, CCEvent *pEvent)
     75 {
     76     
     77    
     78 }
     79 
     80 void FightLayer::ccTouchEnded(CCTouch *touch, cocos2d::CCEvent *event)
     81 {
     82     //     CCLog("ccTouchEnded");
     83     this->unschedule(schedule_selector(FightLayer::touchScheduleHandler));
     84     if(currentMoveHadle)
     85     {
     86         currentMoveHadle->destroy();
     87         currentMoveHadle->release();
     88         currentMoveHadle = NULL;
     89     }
     90 }
     91 
     92 void FightLayer::showPlayer()
     93 {
     94     CCSize winSize = CCDirector::sharedDirector()->getWinSize();
     95     
     96     //npc
     97     Player *npc = Player::create();
     98     npc->setScale(1.5);
     99     npc->setPosition(ccp(850,75));
    100     npc->playAction(Player::state_attack);
    101     mapContainer->addChild(npc);
    102     
    103     
    104     //标出原点
    105     player = Player::create();
    106     player->setScale(1.5);
    107     player->setPosition(ccp(winSize.width/2,95));
    108     player->playAction(Player::state_idle);
    109     mapContainer->addChild(player);
    110     
    111     //enemy
    112     Enemy *enemy = Enemy::create();
    113     enemy->setScale(1.5);
    114     enemy->setPosition(ccp(centerBg->getContentSize().width * centerBg->getScaleX() - 100,95));
    115     enemy->playAction(Enemy::state_idle);
    116     mapContainer->addChild(enemy);
    117     
    118     enemy->runTo(ccp(100,95));
    119 }
    120 
    121 void FightLayer::showBg()
    122 {
    123     setTouchEnabled(true);
    124     
    125     mapContainer = CCLayer::create();
    126     
    127     
    128     
    129     
    130     CCSize winSize = CCDirector::sharedDirector()->getWinSize();
    131     centerBg = CCSprite::create("map/zhongjing.png");
    132     CCSize mapSize = centerBg->getContentSize();
    133     float mapScale = winSize.height / mapSize.height;
    134     centerBg->setAnchorPoint(CCPointZero);
    135     centerBg->setPosition(CCPointZero);
    136     
    137     centerBg->setScale(mapScale);
    138     
    139     backBg = CCSprite::create("map/beijing.png");
    140     CCSize backMapSize = backBg->getContentSize();
    141     backBg->setAnchorPoint(CCPointZero);
    142     backBg->setScale(mapScale);
    143     backBg->setPosition(ccp(0,winSize.height - (backMapSize.height * mapScale)));
    144     
    145     addChild(backBg);
    146     addChild(mapContainer);
    147     mapContainer->addChild(centerBg);
    148     
    149     RangeLayer *range = RangeLayer::create();
    150     CCSize size = CCSizeMake(centerBg->getContentSize().width * centerBg->getScale(), winSize.height);
    151     range->setContentSize(size);
    152     range->setLinePox(winSize.width/2, centerBg->getContentSize().width*centerBg->getScale()- winSize.width/2);
    153     mapContainer->addChild(range);
    154 }
     1 //
     2 //  TouchMoveHandle.h
     3 //  PlayerActionTest
     4 //
     5 //  Created by 嘉定 on 13-1-3.
     6 //
     7 //  此类负责地图点击移动的执行
     8 //  主要处理人物和背景的移动,都是横向移动,不包含y方向上的移动。
     9 
    10 #ifndef __PlayerActionTest__TouchMoveHandle__
    11 #define __PlayerActionTest__TouchMoveHandle__
    12 
    13 #include "cocos2d.h"
    14 #include "Player.h"
    15 
    16 USING_NS_CC;
    17 
    18 class TouchMoveHandle : public CCObject
    19 {
    20 public:
    21     
    22     TouchMoveHandle();
    23     virtual ~TouchMoveHandle();
    24     
    25     typedef enum
    26     {
    27         leftToCenter = 1,
    28         centerToLeft = 2,
    29         rightToCenter = 3,
    30         centerToRight = 4,
    31         behaviorUnKnow = 5
    32     }PlayerCrossBehavior;
    33     
    34     void handle(Player *_player, CCSprite *_backBg,CCSprite *_centerBg,CCLayer *_container,CCPoint touchPoint);
    35 
    36 
    37     virtual bool init();
    38     
    39     PlayerCrossBehavior moveBehavior;
    40     
    41     void destroy();
    42 
    43     
    44     CREATE_FUNC(TouchMoveHandle);
    45     
    46 private:
    47     
    48     float winWidth;
    49     Player *player;
    50     CCSprite *backBg;
    51     CCSprite *centerBg;
    52     CCLayer *container;
    53     
    54     
    55     float backBgWidth;
    56     float centerBgWidth;
    57     
    58     CCPoint targetPoint;
    59     //左侧判断移动边界
    60     float leftSideX;
    61     //右侧判断移动边界
    62     float rightSideX;
    63     
    64     CCPoint getCrossSidePoint1();
    65     
    66     void moveContainer1(CCPoint target);
    67     void playerCrollSideLineHandler();
    68 };
    69 
    70 #endif /* defined(__PlayerActionTest__TouchMoveHandle__) */
      1 //
      2 //  TouchMoveHandle.cpp
      3 //  PlayerActionTest
      4 //
      5 //  Created by 嘉定 on 13-1-3.
      6 //
      7 //
      8 
      9 #include "TouchMoveHandle.h"
     10 
     11 
     12 TouchMoveHandle::TouchMoveHandle():
     13     winWidth(0),
     14     player(NULL),
     15     backBg(NULL),
     16     centerBg(NULL),
     17     backBgWidth(0),
     18     centerBgWidth(0),
     19     leftSideX(0),
     20     rightSideX(0),
     21     moveBehavior(behaviorUnKnow)
     22 {
     23     
     24 }
     25 
     26 TouchMoveHandle::~TouchMoveHandle()
     27 {
     28     CCLog("~TouchMoveHandle dispose");
     29 }
     30 
     31 bool TouchMoveHandle::init()
     32 {
     33     CCNotificationCenter::sharedNotificationCenter()->addObserver(this, callfuncO_selector(TouchMoveHandle::playerCrollSideLineHandler),"playerIdle", NULL);
     34 
     35     return true;
     36 }
     37 
     38 void TouchMoveHandle::destroy()
     39 {
     40     CCNotificationCenter::sharedNotificationCenter()->removeObserver(this, "playerIdle");
     41     container->stopAllActions();
     42     backBg->stopAllActions();
     43     player->stopAllActions();
     44     player->playAction(Player::state_idle);
     45     
     46 }
     47 
     48 void TouchMoveHandle::handle(Player *_player, CCSprite *_backBg,CCSprite *_centerBg,CCLayer *_container,CCPoint touchPoint)
     49 {
     50     player = _player;
     51     winWidth = CCDirector::sharedDirector()->getWinSize().width;
     52     backBg = _backBg;
     53     centerBg = _centerBg;
     54     container = _container;
     55     backBgWidth = backBg->getContentSize().width * backBg->getScaleX();
     56     centerBgWidth = centerBg->getContentSize().width * centerBg->getScaleX();
     57     this->targetPoint = ccp(touchPoint.x,player->getPosition().y);
     58     leftSideX = winWidth/2;
     59     rightSideX = centerBgWidth - winWidth/2;
     60     
     61     float playerCurrentX = player->getPosition().x;
     62     
     63     //玩家在地图左侧
     64     if(playerCurrentX <= leftSideX)
     65     {
     66         //targetPoint也在左侧,就玩家动
     67         if(targetPoint.x <= leftSideX)
     68         {
     69             moveBehavior = behaviorUnKnow;
     70             player->runTo(targetPoint);
     71           
     72         }
     73         else //touchPoint在中间,先玩家跑到边界,过界后背景和玩家一起动
     74         {
     75             moveBehavior = leftToCenter;
     76             player->runTo(getCrossSidePoint1());
     77         }
     78     }
     79     else if(playerCurrentX > leftSideX && playerCurrentX < rightSideX)//玩家在中间
     80     {
     81         //targetPoint在左侧,先玩家背景一起动,然后再只玩家动
     82         if(targetPoint.x <= leftSideX)
     83         {
     84             CCPoint temp = getCrossSidePoint1();
     85             player->runTo(temp);
     86             moveContainer1(temp);
     87             moveBehavior = centerToLeft;
     88         }
     89         else if(targetPoint.x > leftSideX && targetPoint.x < rightSideX)//targetPoint在中间,一起动
     90         {
     91             player->runTo(targetPoint);
     92             moveContainer1(targetPoint);
     93             moveBehavior = behaviorUnKnow;
     94         }
     95         else if(targetPoint.x >= rightSideX)//targetPoint在右,先玩家跑到边界,过界后背景和玩家一起动
     96         {
     97             CCPoint temp = ccp(rightSideX,player->getPositionY());
     98             player->runTo(temp);
     99             moveContainer1(temp);
    100             moveBehavior = centerToRight;
    101         }
    102     }
    103     else if(playerCurrentX >= rightSideX)//玩家在右侧
    104     {
    105         if(targetPoint.x < rightSideX)//targetPoint在中间
    106         {
    107             CCPoint temp = ccp(rightSideX,player->getPositionY());
    108             player->runTo(temp);
    109             moveBehavior = rightToCenter;
    110         }
    111         else if(targetPoint.x >= rightSideX)
    112         {
    113             player->runTo(targetPoint);
    114             moveBehavior = behaviorUnKnow;
    115         }
    116     }
    117     
    118     
    119 }
    120 
    121 void TouchMoveHandle::playerCrollSideLineHandler()
    122 {
    123     if(moveBehavior == leftToCenter)
    124     {
    125         moveBehavior = behaviorUnKnow;
    126         player->runTo(targetPoint);
    127         moveContainer1(targetPoint);
    128     }
    129     else if(moveBehavior == centerToLeft)
    130     {
    131         moveBehavior = behaviorUnKnow;
    132         container->stopAllActions();
    133         container->setPositionX(0);
    134         backBg->stopAllActions();
    135         backBg->setPositionX(0);
    136         player->runTo(targetPoint);
    137     }
    138     else if(moveBehavior == centerToRight)
    139     {
    140         moveBehavior = behaviorUnKnow;
    141         container->stopAllActions();
    142         container->setPositionX(winWidth-centerBgWidth);
    143         backBg->stopAllActions();
    144         backBg->setPositionX(winWidth-backBgWidth);
    145         player->runTo(targetPoint);
    146     }
    147     else if(moveBehavior == rightToCenter)
    148     {
    149         moveBehavior = behaviorUnKnow;
    150         player->runTo(targetPoint);
    151         moveContainer1(targetPoint);
    152     }
    153    
    154 }
    155 
    156 CCPoint TouchMoveHandle::getCrossSidePoint1()
    157 {
    158     CCPoint crossPoint = ccp(leftSideX,player->getPositionY());
    159     return crossPoint;
    160 }
    161 
    162 void TouchMoveHandle::moveContainer1(CCPoint target)
    163 {
    164     container->stopAllActions();
    165     backBg->stopAllActions();
    166     
    167     const float SPEED = 12;
    168     float currentPlayerPosX = player->getPosition().x;
    169     float disX = target.x - currentPlayerPosX;
    170     float DIS_X = abs(disX);
    171     float containerTartgetX = 0;
    172     if(disX < 0)
    173     {
    174         containerTartgetX = container->getPositionX() + DIS_X;
    175     }
    176     else
    177     {
    178         containerTartgetX = container->getPositionX() - DIS_X;
    179     }
    180     float playerMoveTime = (DIS_X / SPEED) / 60;
    181     
    182     CCAction *action = CCSequence::create(
    183                                           CCMoveTo::create(playerMoveTime, ccp(containerTartgetX,0)),
    184                                           NULL);
    185     container->runAction(action);
    186 
    187     //背景层
    188     //中景层从最大横坐标到最小横坐标之间的距离
    189     float maxCenterBgDis = centerBgWidth - winWidth;
    190     //背景层的移动距离
    191     float maxBackBgDis = backBgWidth - winWidth;
    192     float backBgMoveScale = maxBackBgDis / maxCenterBgDis;
    193     float backBgTargetPosx = containerTartgetX * backBgMoveScale;
    194     CCAction *backBgAction = CCSequence::create(CCMoveTo::create(playerMoveTime, ccp(backBgTargetPosx,backBg->getPosition().y)),NULL);
    195     backBg->runAction(backBgAction);
    196 }
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  • 原文地址:https://www.cnblogs.com/JD85/p/2872357.html
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