【发布时间】:2014-02-22 02:15:29
【问题描述】:
即使在查看了其他人的解决方案之后,我在实施用于发射子弹(精灵)的流畅且可靠的触控解决方案时也遇到了很多麻烦。
解决方案必须在触摸开始、触摸移动和触摸结束之间无缝切换:始终在触摸位置发射子弹,直到松开手指。目前我在每个案例的可靠性和稳定性方面都存在很多问题,但 touchmoved 效果很好。
确切的问题是大约一半的时间手指被按住(touchBegan + scheduler)子弹出现但一秒钟后消失但其他时候它们完美地移向触摸 - 有些东西正在删除它们,我没有太多了解调度程序或操作的经验。
这是我的代码,我使用了 2 种不同的触发方法:一种计划在 touchBegan 后每 0.05 秒运行一次,另一种在每次检测到 touchMoved 时触发。 touchMoved 可以正常工作,但是要让它与不可靠的 touchBegan 一起工作是很麻烦的。真正令人讨厌的部分是,即使我删除了触摸部分,只是安排精灵出现并从初始化开始不间断地运行预定的动作,同样的可靠性问题也会发生(消失/删除)。也许我不明白让调度程序和动作发挥得很好,或者也许有更好的触摸和保持方法?提前感谢您的帮助。
bool HelloWorld::init()
{
... miscellaneous sprite creation
this->schedule(schedule_selector(HelloWorld::fireBullets), 0.05);
}
void HelloWorld::ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent)
{
CCTouch* touch = (CCTouch*)( pTouches->anyObject() ); // get single-touch as opposed to multitouch
touchLocation = CCDirector::sharedDirector()->convertToGL(touch->getLocationInView());
if (touchLocation.x > 400)
{
float dX = touchLocation.x - gun->getPosition().x;
float dY = touchLocation.y - gun->getPosition().y;
touchAngle = atan2(dY, dX);
gun->setRotation(-CC_RADIANS_TO_DEGREES(touchAngle));
cursor->setPosition(touchLocation);
screenHeld = true;
}
}
void HelloWorld::ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent)
{
CCTouch* touch = (CCTouch*)( pTouches->anyObject() ); // for single-touch as opposed to multitouch
touchLocation = CCDirector::sharedDirector()->convertToGL(touch->getLocationInView());
if (touchLocation.x > 400)
{
float dX = touchLocation.x - gun->getPosition().x;
float dY = touchLocation.y - gun->getPosition().y;
float angle = atan2(dY, dX);
gun->setRotation(-CC_RADIANS_TO_DEGREES(angle));
cursor->setPosition(touchLocation);
screenHeld = false; //not technically true but touchMoved bullet firing works differently (not scheduled, every movement instead)
if (getTimeTick() - lastBulletFire > 50) //getTickTime is simple get system time method, works fine
{
fireBullet(angle);
}
}
}
//this is for touchBegan and has issues, scheduled to run every 50ms touch-held
void HelloWorld::fireBullets(CCTime dt)
{
if (screenHeld)
{
CCSprite* bullet = CCSprite::create("bullet.png");
bullet->setPosition(ccp(gun->getPosition().x, gun->getPosition().y));
bullet->setRotation(-CC_RADIANS_TO_DEGREES(touchAngle));
//send bullet towards touchlocation
bullet->runAction(CCSequence::create(CCMoveBy::create(1.5f, ccp(800 * cos(touchAngle), 800 * sin(touchAngle))), NULL));
this->addChild(bullet, 5);
}
}
//this is for touchMoved and works fine, everytime finger is moved bullet fired
void HelloWorld::fireBullet(float angle)
{
CCSprite* bullet = CCSprite::create("bullet.png");
bullet->setPosition(ccp(gun->getPosition().x, gun->getPosition().y)); //add a random spread to the y value (or maybe the y-value of the destination)
this->addChild(bullet, 5);
bullet->setRotation(-CC_RADIANS_TO_DEGREES(angle));
bullet->runAction(CCSequence::create(CCMoveBy::create(1.5f, ccp(800 * cos(angle), 800 * sin(angle))), NULL));
lastBulletFire = getTimeTick();
}
【问题讨论】:
-
因为cocos2d-x是多平台的,我是在安卓手机上开发的
-
getTimeTick() 是在哪里定义的?