如何让对象对Cocos2D中的触摸做出反应?

好吧,所以我开始了解更多关于Coco2D的知识,但是我有些受伤了。 我发现的很多教程都是针对过时的代码版本的,所以当我仔细查看它们是如何做某些事情的时候,我不能将它翻译成我自己的程序,因为很多已经改变了。 据说,我正在使用最新版本的Coco2d 0.99版本。

我想要做的是在屏幕上创build一个精灵(完成),然后当我触摸精灵,我可以有“事情”发生。 现在,让我们只是警惕起飞。 现在,我得到了这个代码在朋友的帮助下工作。 这是头文件:

// When you import this file, you import all the cocos2d classes #import "cocos2d.h" // HelloWorld Layer @interface HelloWorld : CCLayer { CGRect spRect; } // returns a Scene that contains the HelloWorld as the only child +(id) scene; @end 

这里是实现文件:

 // // cocos2d Hello World example // http://www.cocos2d-iphone.org // // Import the interfaces #import "HelloWorldScene.h" #import "CustomCCNode.h" // HelloWorld implementation @implementation HelloWorld +(id) scene { // 'scene' is an autorelease object. CCScene *scene = [CCScene node]; // 'layer' is an autorelease object. HelloWorld *layer = [HelloWorld node]; // add layer as a child to scene [scene addChild: layer]; // return the scene return scene; } // on "init" you need to initialize your instance -(id) init { // always call "super" init // Apple recommends to re-assign "self" with the "super" return value if( (self=[super init] )) { // create and initialize a Label CCLabel* label = [CCLabel labelWithString:@"Hello World" fontName:@"Times New Roman" fontSize:64]; // ask director the the window size CGSize size = [[CCDirector sharedDirector] winSize]; // position the label on the center of the screen label.position = ccp( size.width /2 , size.height/2 ); // add the label as a child to this Layer [self addChild: label]; CCSprite *sp = [CCSprite spriteWithFile:@"test2.png"]; sp.position = ccp(300,200); [self addChild:sp]; float w = [sp contentSize].width; float h = [sp contentSize].height; CGPoint aPoint = CGPointMake([sp position].x - (w/2), [sp position].y - (h/2)); spRect = CGRectMake(aPoint.x, aPoint.y, w, h); CCSprite *sprite2 = [CCSprite spriteWithFile:@"test3.png"]; sprite2.position = ccp(100,100); [self addChild:sprite2]; //[self registerWithTouchDispatcher]; self.isTouchEnabled = YES; } return self; } // on "dealloc" you need to release all your retained objects - (void) dealloc { // in case you have something to dealloc, do it in this method // in this particular example nothing needs to be released. // cocos2d will automatically release all the children (Label) // don't forget to call "super dealloc" [super dealloc]; } - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; //CGPoint location = [[CCDirector sharedDirector] convertCoordinate:[touch locationInView:touch.view]]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; if (CGRectContainsPoint(spRect, location)) { UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Win" message:@"testing" delegate:nil cancelButtonTitle:@"okay" otherButtonTitles:nil]; [alert show]; [alert release]; NSLog(@"TOUCHES"); } NSLog(@"Touch got"); } 

但是,这只适用于1个对象,我创buildCGRect的精灵。 我无法做到这两个精灵,我正在testing。 所以我的问题是这样的:如何触摸屏幕上的所有精灵对同一事件做出反应?

对于我的程序,同一事件需要运行相同types的所有对象,所以应该使它更容易一点。 我试着做了CCNode的一个子类,并且写了这个方法,但是这根本不起作用…所以我做错了什么。 帮助将不胜感激!

通过cocos2D中的“Touches”项目,看看我们看到他们是如何做到的。 看起来他们创build了一个子类并覆盖了这些方法:

 - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event - (void)ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event - (void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event 

所以,现在我弄清楚为什么我的不工作…嗯…

我知道了。 我不得不添加一些更多的代码到自定义类:

头文件:

 // // CustomCCNode.h // Coco2dTest2 // // Created by Ethan Mick on 3/11/10. // Copyright 2010 Wayfarer. All rights reserved. // #import "cocos2d.h" @interface CustomCCNode : CCSprite <CCTargetedTouchDelegate> { } @property (nonatomic, readonly) CGRect rect; @end 

执行:

 // // CustomCCNode.m // Coco2dTest2 // // Created by Ethan Mick on 3/11/10. // Copyright 2010 Wayfarer. All rights reserved. // #import "CustomCCNode.h" #import "cocos2d.h" @implementation CustomCCNode - (CGRect)rect { CGSize s = [self.texture contentSize]; return CGRectMake(-s.width / 2, -s.height / 2, s.width, s.height); } - (BOOL)containsTouchLocation:(UITouch *)touch { return CGRectContainsPoint(self.rect, [self convertTouchToNodeSpaceAR:touch]); } - (void)onEnter { [[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:YES]; [super onEnter]; } - (void)onExit { [[CCTouchDispatcher sharedDispatcher] removeDelegate:self]; [super onExit]; } - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { NSLog(@"ccTouchBegan Called"); if ( ![self containsTouchLocation:touch] ) return NO; NSLog(@"ccTouchBegan returns YES"); return YES; } - (void)ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchPoint = [touch locationInView:[touch view]]; touchPoint = [[CCDirector sharedDirector] convertToGL:touchPoint]; NSLog(@"ccTouch Moved is called"); } - (void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event { NSLog(@"ccTouchEnded is called"); } @end 

我是一个begginer在这个,但这个文件节省了我很多麻烦,我现在明白了更多的东西,正确地实例化这个方法是:(至less我是怎么做到的)

 +(id)scene{ CustomCCNode *myNode = [CustomCCNode spriteWithFile:@"myPng.png"]; myNode.position = ccp(150,150); [scene addChild:myNode]; return scene; } 

打开控制台,查看触发事件触发时发送的消息。