cocos2D虚拟摇杆Joystick功能实现-创新互联

cocos2D 虚拟摇杆Joystick功能实现

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    @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:

    cocos2D 虚拟摇杆Joystick功能实现

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:

cocos2D 虚拟摇杆Joystick功能实现

 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:

cocos2D 虚拟摇杆Joystick功能实现

cocos2D 虚拟摇杆Joystick功能实现

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 ...

cocos2D 虚拟摇杆Joystick功能实现

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