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詳解iOS游戲開(kāi)發(fā)中Cocos2D的坐標(biāo)位置關(guān)系

 更新時(shí)間:2016年02月24日 16:43:31   作者:喝醉的毛毛蟲(chóng)  
這篇文章主要介紹了iOS游戲開(kāi)發(fā)中Cocos2D的坐標(biāo)位置關(guān)系,Cocos2D是專門用來(lái)開(kāi)發(fā)iOS游戲的開(kāi)源框架,文中示例代碼采用Objective-C語(yǔ)言,需要的朋友可以參考下

接觸Cocos2D有段時(shí)間了,今天特意研究了下Cocos2D坐標(biāo)系中各種位置關(guān)系,anchor屬性,CCNode坐標(biāo)和地圖坐標(biāo)轉(zhuǎn)換。

    先看一段代碼:

復(fù)制代碼 代碼如下:

-(id) init 

    // always call "super" init 
    // Apple recommends to re-assign "self" with the "super" return value 
    if( (self=[super init])) { 
        CCTMXTiledMap *gameWorld = [CCTMXTiledMap tiledMapWithTMXFile:@"PositionText.tmx"]; 
        [self addChild:gameWorld]; 
        CGSize winSize = [[CCDirector sharedDirector] winSize]; 
        CCLOG(@"gameWorld.mapSize.width:%.2f  gameWorld.mapSize.height:%.2f",gameWorld.mapSize.width, gameWorld.mapSize.height); 
        CCLOG(@"gameWorld.tileSize.width: %.2f  gameWorld.tileSize.height:%.2f", gameWorld.tileSize.width, gameWorld.tileSize.height); 
        CCLOG(@"winSize.width:%.2f  winSize.height:%.2f", winSize.width, winSize.height); 
         
        CCSprite *pointSprite = [CCSprite spriteWithFile:@"point.png"]; 
        [gameWorld addChild:pointSprite z:2 tag:1]; 
        pointSprite.position = ccp(20,20); 
        pointSprite.anchorPoint = ccp(0.5, 0.5); 
         
         
        CCSprite *rectSprite = [CCSprite spriteWithFile:@"myrect.png"]; 
        [gameWorld addChild:rectSprite z:1 tag:1]; 
        rectSprite.position = ccp(20,20); 
        rectSprite.anchorPoint = ccp(0.5, 0.5);      
    } 
    return self; 
}

1、加載地圖:
復(fù)制代碼 代碼如下:

CCTMXTiledMap *gameWorld = [CCTMXTiledMap tiledMapWithTMXFile:@"PositionText.tmx"]; 

2、獲取手機(jī)屏幕大小

復(fù)制代碼 代碼如下:

CGSize winSize = [[CCDirector sharedDirector] winSize]; 

3、地圖格子數(shù):
復(fù)制代碼 代碼如下:

gameWorld.mapSize (10,10)    
 
4、地圖格子大?。?/strong>
復(fù)制代碼 代碼如下:

gameWorld.tileSize    (20,20)
 
5、整個(gè)地圖大?。?br />
復(fù)制代碼 代碼如下:

     gameWorld.mapSize * gameWorld.tileSize;

     當(dāng)然這里所說(shuō)的是地圖格子是個(gè)正方形,非正方形也容易啦。
6、anchor屬性

     1) 添加一個(gè)精靈,這個(gè)精靈是個(gè)像素為1*1的紅色圖片,設(shè)置坐標(biāo)為20,20,即在地圖的第一個(gè)格子的右上角,設(shè)置anchorPoint為(0.5, 0.5)
     2) 再添加一個(gè)精靈,這個(gè)精靈是個(gè)像素為20*20的藍(lán)色圖片,設(shè)置坐標(biāo)為20,20,即在地圖的第一個(gè)格子的右上角,同樣設(shè)置anchorPoint為(0.5, 0.5)

         運(yùn)行效果是矩形精靈的中心和在點(diǎn)精靈的位置,即矩形精靈的錨點(diǎn)為第一個(gè)格子的右上角(20,20)坐標(biāo) 處
     去掉兩個(gè)精靈的anchorPoint屬性

          運(yùn)行效果和上面相同

     設(shè)置rectSprite的anchorPoint為ccp(0,0)

          運(yùn)行效果是矩形精靈的左下角與點(diǎn)精靈重合。
     設(shè)置rectSprite的anchorPoint為ccp(1,1)

          運(yùn)行效果是矩形精靈的右上角與點(diǎn)精靈重合。
     同理設(shè)置ccp(0.5, 1) , ccp(1, 0.5)等

     由上面可以得出:
         1)anchorPoint屬性默認(rèn)為ccp(0.5, 0.5)

         2)當(dāng)設(shè)置(0,0)時(shí)是以左下角為錨點(diǎn)

         3)當(dāng)設(shè)置(1, 1)時(shí)是以右上角角為錨點(diǎn)

         4)由此可以自己推論到底該把錨點(diǎn)設(shè)置在哪里

    Cocos2D使用的是OpenGL坐標(biāo)系

    OpenGL坐標(biāo)系:原點(diǎn)在左下角, X軸向右,Y軸向上

    IPhone屏幕坐標(biāo)系:原點(diǎn)在左上角,X軸向右,Y軸向下
   很簡(jiǎn)單的判斷方法:由于Cocos2D的坐標(biāo)系的原點(diǎn)在左下角。所以精靈內(nèi)部坐標(biāo)原點(diǎn)也是左下角,即當(dāng)anchorPoint為(0, 0)時(shí)即以左下角為錨點(diǎn),為(1,1)時(shí)就以右上角為錨點(diǎn),當(dāng)然(0.5, 0.5)就是以精靈中心為錨點(diǎn)了。由此可以推算出-2,-3....    2, 3....   等值時(shí)精靈錨點(diǎn)坐標(biāo)。


7、坐標(biāo)轉(zhuǎn)換

復(fù)制代碼 代碼如下:

-(id) init 

    // always call "super" init 
    // Apple recommends to re-assign "self" with the "super" return value 
    if( (self=[super init])) { 
        CCTMXTiledMap *gameWorld = [CCTMXTiledMap tiledMapWithTMXFile:@"PositionText.tmx"]; 
        [self addChild:gameWorld]; 
        CGSize winSize = [[CCDirector sharedDirector] winSize]; 
        CCLOG(@"gameWorld.mapSize.width:%.2f  gameWorld.mapSize.height:%.2f",gameWorld.mapSize.width, gameWorld.mapSize.height); 
        CCLOG(@"gameWorld.tileSize.width: %.2f  gameWorld.tileSize.height:%.2f", gameWorld.tileSize.width, gameWorld.tileSize.height); 
        CCLOG(@"winSize.width:%.2f  winSize.height:%.2f", winSize.width, winSize.height); 
         
        CCSprite *pointSprite = [CCSprite spriteWithFile:@"point.png"]; 
        [gameWorld addChild:pointSprite z:2 tag:1]; 
        pointSprite.position = ccp(20,20); 
        //pointSprite.anchorPoint = ccp(0.5, 0.5); 
         
         
        CCSprite *rectSprite = [CCSprite spriteWithFile:@"myrect.png"]; 
        [gameWorld addChild:rectSprite z:1 tag:1]; 
        rectSprite.position = ccp(40,40); 
        rectSprite.anchorPoint = ccp(2, 2);  
         
        [self setIsTouchEnabled:YES]; 
    } 
    return self; 

 
- (void) registerWithTouchDispatcher { 
    [[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:INT_MIN + 1 swallowsTouches:YES]; 

 
- (BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { 
    CGPoint point = [touch locationInView: [touch view]]; 
    CCLOG(@"Screen coordX: %.2f coordY: %.2f", point.x, point.y); 
     
    point = [[CCDirector sharedDirector] convertToGL: point]; 
    CCLOG(@"OpenGL coordX: %.2f coordY: %.2f", point.x, point.y); 
 
    point = [self convertToNodeSpace: point]; 
    CCLOG(@"CCNode1 coordX: %.2f coordY: %.2f", point.x, point.y); 
 
    point = [self convertTouchToNodeSpace: touch]; 
    CCLOG(@"CCNode2 coordX: %.2f coordY: %.2f", point.x, point.y); 
         
        point = [[CCDirector sharedDirector] convertToUI:point]; 
        CCLOG(@"UIView coordX: %.2f coordY: %.2f", point.x, point.y); 
        
        point = [rectSprite convertTouchToNodeSpaceAR:touch]; 
        CCLOG(@"TouchAR coordX: %.2f coordY: %.2f", point.x, point.y); 
        return YES; CCNode 

 
- (void) ccTouchMoved:(UITouch *)touch withEvent:(UIEvent*)event { 
     

 
- (void) ccTouchEnded:(UITouch *)touch withEvent:(UIEvent*)event { 
     


     上面的代碼添加了UIView的事件處理。由于屏幕和Cocos2D采用不同的坐標(biāo)系,所以我們需要進(jìn)行坐標(biāo)轉(zhuǎn)換。

     1)首先獲取屏幕坐標(biāo)

     2)將屏幕坐標(biāo)轉(zhuǎn)換為OpenGL的坐標(biāo)

     3)將OpenGL的坐標(biāo)轉(zhuǎn)換為Cocos2D的坐標(biāo)。

     從運(yùn)行結(jié)果可以看出Node1和Node2打印出的坐標(biāo)相同。因?yàn)镃ocos2D給我們寫了covertTouchToNodeSpace方法,可以看看它的源碼:

復(fù)制代碼 代碼如下:

- (CGPoint)convertTouchToNodeSpace:(UITouch *)touch 

    CGPoint point = [touch locationInView: [touch view]]; 
    point = [[CCDirector sharedDirector] convertToGL: point]; 
    return [self convertToNodeSpace:point]; 
}

     至于為什么OpenGL和Node1輸出既然相同,為什么還要使用convertToNodeSpace,由于能力有限,希望大牛們能給告訴我答案。
    UIView輸出的是將Cocos2D坐標(biāo)轉(zhuǎn)換為屏幕即quartz坐標(biāo)。
   4) convertTouchToNodeSpaceAR是將觸摸點(diǎn)轉(zhuǎn)換為相對(duì)于rectSprite的坐標(biāo)


8、判斷觸摸點(diǎn)是否在制定的精靈上

復(fù)制代碼 代碼如下:

- (BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { 
    CGPoint point = [touch locationInView: [touch view]]; 
    CCLOG(@"Screen coordX: %.2f coordY: %.2f", point.x, point.y); 
     
    point = [[CCDirector sharedDirector] convertToGL: point]; 
    CCLOG(@"OpenGL coordX: %.2f coordY: %.2f", point.x, point.y); 
 
    point = [self convertToNodeSpace: point]; 
    CCLOG(@"CCNode1 coordX: %.2f coordY: %.2f", point.x, point.y); 
 
    point = [self convertTouchToNodeSpace: touch]; 
    CCLOG(@"CCNode2 coordX: %.2f coordY: %.2f", point.x, point.y); 
     
    //point = [[CCDirector sharedDirector] convertToUI:point]; 
    //CCLOG(@"UIView coordX: %.2f coordY: %.2f", point.x, point.y); 
    CCLOG(@"%d", rectSprite.textureRect.size.width); 
     
    CGRect rect = [rectSprite textureRect]; 
    rect = CGRectMake(0, 0, rect.size.width, rect.size.height); 
    CCLOG(@"orgX: %.2f  orgY: %.2f  width:%.2f  height: %.2f",rect.origin.x, rect.origin.y, rect.size.width, rect.size.height); 
     
    point = [rectSprite convertTouchToNodeSpaceAR:touch]; 
    CCLOG(@"TouchAR coordX: %.2f coordY: %.2f", point.x, point.y); 
    if(CGRectContainsPoint(rect, point)) { 
        CCLOG(@"You touched in the rectSprite"); 
    } 
    return YES;  


9、獲取觸摸的是哪個(gè)tile,并改變?cè)搕ile.
復(fù)制代碼 代碼如下:

CCSprite *rectSprite; 
CCTMXTiledMap *gameWorld; 
int speed = 10; 
-(id) init 

    // always call "super" init 
    // Apple recommends to re-assign "self" with the "super" return value 
    if( (self=[super init])) { 
        gameWorld = [CCTMXTiledMap tiledMapWithTMXFile:@"PositionText.tmx"]; 
        [self addChild:gameWorld]; 
        CGSize winSize = [[CCDirector sharedDirector] winSize]; 
        CCLOG(@"gameWorld.mapSize.width:%.2f  gameWorld.mapSize.height:%.2f",gameWorld.mapSize.width, gameWorld.mapSize.height); 
        CCLOG(@"gameWorld.tileSize.width: %.2f  gameWorld.tileSize.height:%.2f", gameWorld.tileSize.width, gameWorld.tileSize.height); 
        CCLOG(@"winSize.width:%.2f  winSize.height:%.2f", winSize.width, winSize.height); 
         
        CCSprite *pointSprite = [CCSprite spriteWithFile:@"point.png"]; 
        [gameWorld addChild:pointSprite z:2 tag:1]; 
        pointSprite.position = ccp(20,20); 
        pointSprite.anchorPoint = ccp(0.5, 0.5); 
         
         
        rectSprite = [CCSprite spriteWithFile:@"myrect.png"]; 
        [gameWorld addChild:rectSprite z:0 tag: 3]; 
        rectSprite.position = ccp(40, 40); 
        rectSprite.anchorPoint = ccp(0, 0); 
                 
        [self setIsTouchEnabled:YES]; 
    } 
    return self; 

 
- (void) registerWithTouchDispatcher { 
    [[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:INT_MIN + 1 swallowsTouches:YES]; 

 
- (BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { 
    CGPoint point = [touch locationInView: [touch view]]; 
    point = [self convertTouchToNodeSpace: touch]; 
    CCLOG(@"CCNode2 coordX: %.2f coordY: %.2f", point.x, point.y); 
 
    CGPoint tilePos = [self tilePosition:point]; 
    if(tilePos.x == -1 || tilePos.y == -1) return NO; 
    CCTMXLayer *ly = [gameWorld layerNamed:@"Layer 0"]; 
    if([ly tileGIDAt:tilePos] != 3) { 
        [ly setTileGID:0 at: tilePos]; 
    } 
    return YES;  

 
- (void) ccTouchMoved:(UITouch *)touch withEvent:(UIEvent*)event { 
     

 
- (void) ccTouchEnded:(UITouch *)touch withEvent:(UIEvent*)event { 
     

 
 
- (CGPoint) tilePosition:(CGPoint)pos { 
    CGPoint point; 
    CCTMXLayer *ly = [gameWorld layerNamed:@"Layer 0"]; 
    if(ly== nil) { 
        CCLOG(@"Error: Layer not found!"); 
        return ccp(-1, -1); 
    } 
    CGSize layerSize = [ly layerSize]; 
    CGSize tileSize = [gameWorld tileSize]; 
    int x = pos.x / tileSize.width; 
    int y = layerSize.height - pos.y / tileSize.height; 
    if((x >= 0) && (x < layerSize.width) && (y >= 0) && (y < layerSize.height)) { 
        point = ccp(x, y); 
    } else { 
        point = ccp(-1, -1); 
    } 
    if(point.x < 0) return ccp(-1, -1); 
    if(point.y < 0) return ccp(-1, -1); 
    if(point.x >= layerSize.width) return ccp(-1, -1); 
    if(point.y >= layerSize.height) return ccp(-1, -1); 
    CCLOG(@"%d, %d", x, y); 
    return point; 

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