• Chapter 4


    Now, we want to let the hero fire some bullets to kill the enemies, add the codes below to set the layer touch-enabled.

    1// cpp with cocos2d-x
    2this->setTouchEnabled(true); or this->setIsTouchEnabled(true);

    Then we could receive the touch event now.
    Declare the callback function "void ccTouchesEnded(cocos2d::CCSet* touches, cocos2d::CCEvent* event);" in HelloWorldScene.h, and implement the function in HelloWorldScene.cpp.

     1// cpp with cocos2d-x
     2void HelloWorld::ccTouchesEnded(CCSet* touches, CCEvent* event)
     3{
     4    // Choose one of the touches to work with
     5    CCTouch* touch = (CCTouch*)( touches->anyObject() );
     6    CCPoint location = touch->locationInView();
     7    location = CCDirector::sharedDirector()->convertToGL(location);
     8
     9    // Set up initial location of projectile
    10    CCSize winSize = CCDirector::sharedDirector()->getWinSize();
    11    CCSprite *projectile = CCSprite::create("Projectile.png", 
    12        CCRectMake(0, 0, 20, 20));
    13    projectile->setPosition( ccp(20, winSize.height/2) );
    14
    15    // Determinie offset of location to projectile
    16    int offX = location.x - projectile->getPosition().x;
    17    int offY = location.y - projectile->getPosition().y;
    18
    19    // Bail out if we are shooting down or backwards
    20    if (offX <= 0) return;
    21
    22    // Ok to add now - we've double checked position
    23    this->addChild(projectile);
    24
    25    // Determine where we wish to shoot the projectile to
    26    int realX = winSize.width
    27                         + (projectile->getContentSize().width/2);
    28    float ratio = (float)offY / (float)offX;
    29    int realY = (realX * ratio) + projectile->getPosition().y;
    30    CCPoint realDest = ccp(realX, realY);
    31
    32    // Determine the length of how far we're shooting
    33    int offRealX = realX - projectile->getPosition().x;
    34    int offRealY = realY - projectile->getPosition().y;
    35    float length = sqrtf((offRealX * offRealX) 
    36                                        + (offRealY*offRealY));
    37    float velocity = 480/1; // 480pixels/1sec
    38    float realMoveDuration = length/velocity;
    39
    40    // Move projectile to actual endpoint
    41    projectile->runAction( CCSequence::create(
    42        CCMoveTo::create(realMoveDuration, realDest),
    43        CCCallFuncN::create(this, 
    44
    45        callfuncN_selector(HelloWorld::spriteMoveFinished)), 
    46        NULL) );
    47}
    
    Ok, build and run, touch the screen(on the emulator? click the screen!), and enjoy the effect.
    PS: To keep identical with the Object-C codes, there would be some warnings of conversion from 'float' to 'int', don't care about them.

    Win32

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  • 原文地址:https://www.cnblogs.com/yssgyw/p/3224264.html
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