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cocos2D 虚拟摇杆Joystick功能实现

2012-02-05 22:21 537 查看
Joystick 摇杆功能的实现 (两种实现方式)

一、SneakyInput Nick Pannuto编写的开源类库

主要有五个核心类:

SneakyButton

SneakyButtonSkinnedBase

SneakyJoystick

SneakyJoystickSkinnedBase

ColoredCircleSprite(可选)

以下是具体的用法:

@implementation InputLayer

- (id)init
{
if(self = [super init])
{
winSize = [[CCDirector sharedDirector] winSize];
[self addJoystick];
[self addFireButton];
[self scheduleUpdate];
}
return self;
}

//添加一个按钮
- (void)addFireButton
{
fireButton = [SneakyButton button];
fireButton.isHoldable = YES; // 按住按钮持续触发

//按钮添加皮肤
SneakyButtonSkinnedBase *skinFireButton = [SneakyButtonSkinnedBase skinButton];
skinFireButton.defaultSprite = [CCSprite spriteWithSpriteFrameName:@"button-default.png"];
skinFireButton.pressSprite = [CCSprite spriteWithSpriteFrameName:@"button-pressed.png"];
skinFireButton.button = fireButton;
skinFireButton.position = CGPointMake(winSize.width - skinFireButton.contentSize.width,
skinFireButton.contentSize.height);

[self addChild:skinFireButton];

}

//添加一个摇杆
- (void)addJoystick
{
joystick = [SneakyJoystick joystick:CGRectMake(0, 0, 0, 0 )];

joystick.autoCenter = YES; //是否自动回到中心

//360度
joystick.hasDeadzone = YES; //是否支持死亡区域,该区域不会触发
joystick.deadRadius = 20;//死亡区域的半径

//限制可移动的方向数量
// joystick.isDPad = YES;
// joystick.numberOfDirections = 8; //方向数量

//给摇杆添加皮肤
SneakyJoystickSkinnedBase *skinJoystick = [SneakyJoystickSkinnedBase skinJoystick];
skinJoystick.backgroundSprite = [CCSprite spriteWithSpriteFrameName:@"button-disabled.png"];
skinJoystick.thumbSprite = [CCSprite spriteWithSpriteFrameName:@"button-disabled.png"];
skinJoystick.thumbSprite.scale = 0.5f;
skinJoystick.joystick = joystick;
skinJoystick.position = CGPointMake(skinJoystick.contentSize.width ,
skinJoystick.contentSize.height);

[self addChild:skinJoystick];
}

- (void)update:(ccTime)delta
{
GameScene *scene = [GameScene sharedGameScene];
Ship *ship = (Ship *)[scene ship];
totalTime += delta;

//点击按钮触发
if(fireButton.active && totalTime > nextShootTime)
{
nextShootTime = totalTime + 0.5f;
[scene shootBullet:ship];
}

if (fireButton.active == NO)
{
nextShootTime = 0;
}

//joystick.velocity 这个值非常小需要将其放大(根据实际情况调值)
CGPoint velocity = ccpMult(joystick.velocity, 200);
if(velocity.x != 0 && velocity.y != 0)
{
ship.position = CGPointMake(ship.position.x + velocity.x * delta,
ship.position.y + velocity.y *delta);
}
}

运行图如下:



二、CCJoystick类(最新版的已经支持搓招了哦,下载链接http://code.google.com/p/ccjoystick/downloads/list

CCJoyStick 是一个基于 Cocos2d 的摇杆类,简单几行代码即可为您的游戏增加一个强大的模拟摇杆。而且最新版本已经支持摇杆搓招儿,满足格斗类游戏开发者的需求。

基于该类可自主扩展诸多摇杆效果,比如 360 度模式、8 向模式。使用方法如下:

// 创建摇杆

myjoystick=[CCJoyStick initWithBallRadius:25 MoveAreaRadius:65 isFollowTouch:NO isCanVisible:YES isAutoHide:NO hasAnimation:YES];//BallRadius即模拟摇杆球的半径,MoveAreaRadius即摇杆球可移动的范围半径,isFollowTouch即是否将摇杆基准位置 跟随touch坐标,isCanVisible即是否可见,isAutoHide即是否自动隐藏(touchend即隐藏),hasAnimation即 是否显示摇杆复位动画

//添加皮肤

[myjoystick setBallTexture:@"Ball.png"];//可选,不设置即看不见摇杆球
[myjoystick setDockTexture:@"Dock.png"];//可选,不设置即看不见底座
[myjoystick setStickTexture:@"Stick.jpg"];//可选,不设置即看不见连动杆
[myjoystick setHitAreaWithRadius:100];//摇杆激活区域为基准坐标半径,默认为另一个方法,设置屏幕矩形区域为激活区域setHitAreaWithRect

myjoystick.position=ccp(100,100);
myjoystick.delegate=self;
[self addChild:myjoystick];

该摇杆类包含3个事件:

1、- (void) onCCJoyStickUpdate:(CCNode*)sender Angle:(float)angle Direction:(CGPoint)direction Power:(float)power;//angle用来控制角色朝向,direction用来设置移动坐标,power为力度用于控制速度快慢
2 、- (void) onCCJoyStickActivated:(CCNode*)sender;
3、- (void) onCCJoyStickDeactivated:(CCNode*)sender;

实现代码如下:

1 @implementation OperateLayer
2
3 - (id)init
4 {
5 if(self = [super init])
6 {
7 winSize = [[CCDirector sharedDirector] winSize];
8 joystick = [CCJoyStick initWithBallRadius:25
9 MoveAreaRadius:65
10 isFollowTouch:NO
11 isCanVisible:YES
12 isAutoHide:NO
13 hasAnimation:YES];
14 [joystick setBallTexture:@"Ball.png"];
15 [joystick setDockTexture:@"Dock.png"];
16 [joystick setStickTexture:@"Stick.jpg"];
17 [joystick setHitAreaWithRadius:100];
18
19 joystick.position = CGPointMake(100, 100);
20 [joystick setDelegate:self];
21 joystick.opacity = 150;
22 [self addChild:joystick];
23
24 CCLabelTTF *label= [CCLabelTTF labelWithString:@"shoot" fontName:@"Arial" fontSize:30];
25 CCMenuItemLabel *shoot = [CCMenuItemLabel itemWithLabel:label
26 target:self
27 selector:@selector(shoot:)];
28 CCMenu *shootMenu = [CCMenu menuWithItems:shoot, nil];
29 shootMenu.position =CGPointMake( 380, 80);
30 [self addChild:shootMenu];
31 }
32 return self;
33 }
34
35 - (void)shoot:(CCMenuItem *) menuItem{
36 GameScene *scene = [GameScene sharedGameScene];
37
38 [scene shootBullet:scene.ship];
39 }
40 - (void) onCCJoyStickUpdate:(CCNode*)sender Angle:(float)angle Direction:(CGPoint)direction Power:(float)power
41 {
42 if (sender==joystick) {
43 NSLog(@"angle:%f power:%f direction:%f,%f",angle,power,direction.x,direction.y);
44
45 GameScene *scene = [GameScene sharedGameScene];
46
47 float nextx=scene.ship.position.x;
48 float nexty=scene.ship.position.y;
49
50 nextx+=direction.x * (power*8);
51 nexty+=direction.y * (power*8);
52
53 scene.ship.position=ccp(nextx,nexty);
54 }
55 }
56
57 - (void) onCCJoyStickActivated:(CCNode*)sender
58 {
59 if (sender==joystick) {
60 [joystick setBallTexture:@"Ball_hl.png"];
61 [joystick setDockTexture:@"Dock_hl.png"];
62 joystick.opacity = 255;
63 }
64 }
65 - (void) onCCJoyStickDeactivated:(CCNode*)sender
66 {
67 if (sender==joystick) {
68 [joystick setBallTexture:@"Ball.png"];
69 [joystick setDockTexture:@"Dock.png"];
70 joystick.opacity = 150;
71 }
72 }
73 @end

运行效果图:



以下是两个类库的下载链接,有需要的可以下载看看哦 ~

/Files/xuling/CCJoystick.rar

/Files/xuling/SneakyInput.rar

ps:咱新手们注意了哈,用最新的cocos2d时,看看AppDelegate.m 中的

[glView setMultipleTouchEnabled:YES];设置为YES了没有。 我刚开始做的时候就没设置还查了好久,嘿嘿,有点菜 ...
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