本文要实现飞机游戏中,人的手指按着飞机,就能拖着飞机走动,这里实现了当你手指按在手机的图片上,手指一直按着屏幕,飞机就会跟着你走。同时,还加入了边界判断条件,让飞机在你的视野内移动,实现的效果完全和我们手机上的飞机游戏一样。

效果:

Cocos2d-x版本:3.4

工程环境:VS30213

一、代码编写

1、头文件GameMain.h

/***@作者林炳文(邮箱:ling20081005@126.com)*@博客http://linbingwen.blog.51cto.com/*@时间2015.3.8*@功能游戏的主界面*/#ifndef__GameMain_H__#define__GameMain_H__#include"BackLayerDown.h"#include"BackLayerUp.h"#include"cocos2d.h"USING_NS_CC;classGameMain:publiccocos2d::Layer{public:staticcocos2d::Scene*createScene();virtualboolinit();virtualboolonTouchBegan(cocos2d::Touch*touch,cocos2d::Event*unused_event);virtualvoidonTouchMoved(cocos2d::Touch*touch,cocos2d::Event*unused_event);virtualvoidonTouchEened(cocos2d::Touch*touch,cocos2d::Event*unused_event);virtualvoidonTouchCancelled(cocos2d::Touch*touch,cocos2d::Event*unused_even);CREATE_FUNC(GameMain);private:boolisHeroPlaneControl;//飞机是否被控制着floatmDeltaX;//英雄飞机随手指移动时的X偏移量floatmDeltaY;//英雄飞机随手指移动时的Y偏移量Sprite*mHeroPlane;//英雄飞机};#endif//__GameMain_H__

#include"GameMain.h"USING_NS_CC;Scene*GameMain::createScene(){autoscene=Scene::create();autolayer=GameMain::create();scene->addChild(layer);returnscene;}boolGameMain::init(){SizevisibleSize=Director::getInstance()->getVisibleSize();Pointorigin=Director::getInstance()->getVisibleOrigin();//这是地面图层this->addChild(BackLayerUp::create());//这是白云图层this->addChild(BackLayerDown::create());//加个飞机mHeroPlane=Sprite::create("air1.png");mHeroPlane->setPosition(Vec2(visibleSize.width/2,visibleSize.height/5));this->addChild(mHeroPlane,1,100);isHeroPlaneControl=false;//打开触摸,增加触摸监听事件this->setTouchEnabled(true);autolisten=EventListenerTouchOneByOne::create();listen->onTouchBegan=CC_CALLBACK_2(GameMain::onTouchBegan,this);listen->onTouchMoved=CC_CALLBACK_2(GameMain::onTouchMoved,this);listen->onTouchEnded=CC_CALLBACK_2(GameMain::onTouchEened,this);listen->onTouchCancelled=CC_CALLBACK_2(GameMain::onTouchCancelled,this);listen->setSwallowTouches(false);Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listen,this);returntrue;}boolGameMain::onTouchBegan(cocos2d::Touch*touch,cocos2d::Event*unused_event){PointmHeroPos=mHeroPlane->getPosition();PointmBeganPos=touch->getLocationInView();mBeganPos=Director::getInstance()->convertToGL(mBeganPos);//判断当前手指按下区域是否是英雄飞机的区域,并且计算飞机要移动时的偏移量if(mBeganPos.x>mHeroPos.x-mHeroPlane->getContentSize().width/2&&mBeganPos.x<mHeroPos.x+mHeroPlane->getContentSize().width/2&&mBeganPos.y>mHeroPos.y-mHeroPlane->getContentSize().height/2&&mBeganPos.y<mHeroPos.y+mHeroPlane->getContentSize().height/2){isHeroPlaneControl=true;//計算偏移量mDeltaX=mBeganPos.x-mHeroPos.x;mDeltaY=mBeganPos.y-mHeroPos.y;}returntrue;}voidGameMain::onTouchMoved(cocos2d::Touch*touch,cocos2d::Event*unused_event){if(isHeroPlaneControl){PointmMovedPos=touch->getLocationInView();mMovedPos=Director::getInstance()->convertToGL(mMovedPos);SizevisibleSize=Director::getInstance()->getVisibleSize();Pointorigin=Director::getInstance()->getVisibleOrigin();floatx=mMovedPos.x-mDeltaX;//記得減去偏移量floaty=mMovedPos.y-mDeltaY;if(x<=mHeroPlane->getContentSize().width/2+origin.x)//x到达屏幕左边界x=mHeroPlane->getContentSize().width/2+origin.x;elseif(x>=visibleSize.width-mHeroPlane->getContentSize().width/2)//x到达屏幕右边界x=visibleSize.width-mHeroPlane->getContentSize().width/2;if(y<=mHeroPlane->getContentSize().height/2+origin.y)//y到达屏幕下边界y=mHeroPlane->getContentSize().height/2+origin.y;elseif(y>=visibleSize.height-mHeroPlane->getContentSize().height/2)//x到达屏幕上边界y=visibleSize.height-mHeroPlane->getContentSize().height/2;//飞机跟随手指移动mHeroPlane->setPosition(Vec2(x,y));}}voidGameMain::onTouchEened(cocos2d::Touch*touch,cocos2d::Event*unused_event){isHeroPlaneControl=false;}voidGameMain::onTouchCancelled(cocos2d::Touch*touch,cocos2d::Event*unused_even){isHeroPlaneControl=false;}

这里再说一写主要函数:

头文件增加触摸事件:

virtualboolonTouchBegan(cocos2d::Touch*touch,cocos2d::Event*unused_event);virtualvoidonTouchMoved(cocos2d::Touch*touch,cocos2d::Event*unused_event);virtualvoidonTouchEened(cocos2d::Touch*touch,cocos2d::Event*unused_event);virtualvoidonTouchCancelled(cocos2d::Touch*touch,cocos2d::Event*unused_even);

实现文件开启触摸事件监听:

//打开触摸,增加触摸监听事件this->setTouchEnabled(true);autolisten=EventListenerTouchOneByOne::create();listen->onTouchBegan=CC_CALLBACK_2(GameMain::onTouchBegan,this);listen->onTouchMoved=CC_CALLBACK_2(GameMain::onTouchMoved,this);listen->onTouchEnded=CC_CALLBACK_2(GameMain::onTouchEened,this);listen->onTouchCancelled=CC_CALLBACK_2(GameMain::onTouchCancelled,this);listen->setSwallowTouches(false);Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listen,this);

然后就是触摸事件 的处理了:

boolGameMain::onTouchBegan(cocos2d::Touch*touch,cocos2d::Event*unused_event){PointmHeroPos=mHeroPlane->getPosition();PointmBeganPos=touch->getLocationInView();mBeganPos=Director::getInstance()->convertToGL(mBeganPos);//判断当前手指按下区域是否是英雄飞机的区域,并且计算飞机要移动时的偏移量if(mBeganPos.x>mHeroPos.x-mHeroPlane->getContentSize().width/2&&mBeganPos.x<mHeroPos.x+mHeroPlane->getContentSize().width/2&&mBeganPos.y>mHeroPos.y-mHeroPlane->getContentSize().height/2&&mBeganPos.y<mHeroPos.y+mHeroPlane->getContentSize().height/2){isHeroPlaneControl=true;//計算偏移量mDeltaX=mBeganPos.x-mHeroPos.x;mDeltaY=mBeganPos.y-mHeroPos.y;}returntrue;}voidGameMain::onTouchMoved(cocos2d::Touch*touch,cocos2d::Event*unused_event){if(isHeroPlaneControl){PointmMovedPos=touch->getLocationInView();mMovedPos=Director::getInstance()->convertToGL(mMovedPos);SizevisibleSize=Director::getInstance()->getVisibleSize();Pointorigin=Director::getInstance()->getVisibleOrigin();floatx=mMovedPos.x-mDeltaX;//記得減去偏移量floaty=mMovedPos.y-mDeltaY;if(x<=mHeroPlane->getContentSize().width/2+origin.x)//x到达屏幕左边界x=mHeroPlane->getContentSize().width/2+origin.x;elseif(x>=visibleSize.width-mHeroPlane->getContentSize().width/2)//x到达屏幕右边界x=visibleSize.width-mHeroPlane->getContentSize().width/2;if(y<=mHeroPlane->getContentSize().height/2+origin.y)//y到达屏幕下边界y=mHeroPlane->getContentSize().height/2+origin.y;elseif(y>=visibleSize.height-mHeroPlane->getContentSize().height/2)//x到达屏幕上边界y=visibleSize.height-mHeroPlane->getContentSize().height/2;//飞机跟随手指移动mHeroPlane->setPosition(Vec2(x,y));}}voidGameMain::onTouchEened(cocos2d::Touch*touch,cocos2d::Event*unused_event){isHeroPlaneControl=false;}voidGameMain::onTouchCancelled(cocos2d::Touch*touch,cocos2d::Event*unused_even){isHeroPlaneControl=false;}

方法很简单,代码量也很少,有需要的把上面的自己拿过去,把图片改改,把类名改改就可以了。

其实这里应该把英雄和移动事件单独写一个类,然后在GameMain里头来调用,因为英雄这个类我还构思好,所以先这样写,后头会把英雄飞机单独提取出来成为一个类,就不会在GameMain里头写这么多了;

效果:



效果很好,飞机能跟随移动并且不会跑出屏幕范围

二、思路说明

1、首先在onTouchBegan判断触摸点是否在英雄飞机的图片矩形内,若在这个范围内,刚将布尔型的mHeroPlaneControl设置为true,并且计算触摸点的横纵坐标与英雄飞机的锚点坐标的差值。

2、因为要让英雄飞机移动,要修改锚点位置,必须知道锚点位置与触摸位置的偏移量,之后才可以通过这个偏移量设置主角的位置。

3、判断英雄飞机是否跑出屏幕范围了,如果是,就将它设置在边界处,详看上面的两个if判断。

4、在onTouchMoved中,若mHeroPlaneControl为true,说明可以移动英雄飞机。


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