如何检测旋转的CCSprite上的触摸?Cocos2d:检测旋转精灵上的触摸?
我熟悉使用ccTouchesBegan和contentSize,anchorPoint等的一般技术,让sprite检测触摸是否在其边界内......但我不确定一旦sprite被旋转一些角度。
我想让精灵本身检测触摸(封装)并通过委托将事件报告给另一个对象。
如果有人有一些代码分享...会很好。
如何检测旋转的CCSprite上的触摸?Cocos2d:检测旋转精灵上的触摸?
我熟悉使用ccTouchesBegan和contentSize,anchorPoint等的一般技术,让sprite检测触摸是否在其边界内......但我不确定一旦sprite被旋转一些角度。
我想让精灵本身检测触摸(封装)并通过委托将事件报告给另一个对象。
如果有人有一些代码分享...会很好。
尝试使用CCNode convertTouchToNodeSpaceAR:方法将点转换为旋转坐标,然后您可以对精灵边界进行比较。
我在CCNode上做了这个类,所以它可用于任何CCNode或子类。
@interface CCNode (gndUtils)
// Lets a node test to see if a touch is in it.
// Takes into account the scaling/rotation/transforms of all
// the parents in the parent chain.
// Note that rotation of a rectangle doesn't produce a rectangle
// (and we are using a simple rectangle test)
// so this is testing the smallest rectangle that encloses the rotated node.
// This does the converstion to view and then world coordinates
// so if you are testing lots of nodes, do that converstion manually
//
// CGPoint touchLoc = [touch locationInView: [touch view]]; // convert to "View"
// touchLoc = [[CCDirector sharedDirector] convertToGL: touchLoc]; // move to "World"
// and then use worldPointInNode: method instead for efficiency.
- (BOOL) touchInNode: (UITouch *) touch;
// allows a node to test if a world point is in it.
- (BOOL) worldPointInNode: (CGPoint) worldPoint;
@end
和实现:
@implementation CCNode (gndUtils)
- (BOOL) touchInNode: (UITouch *) touch
{
CGPoint touchLoc = [touch locationInView: [touch view]]; // convert to "View coordinates" from "window" presumably
touchLoc = [[CCDirector sharedDirector] convertToGL: touchLoc]; // move to "cocos2d World coordinates"
return [self worldPointInNode: touchLoc];
}
- (BOOL) worldPointInNode: (CGPoint) worldPoint
{
// scale the bounding rect of the node to world coordinates so we can see if the worldPoint is in the node.
CGRect bbox = CGRectMake(0.0f, 0.0f, self.contentSize.width, self.contentSize.height); // get bounding box in local
bbox = CGRectApplyAffineTransform(bbox, [self nodeToWorldTransform]); // convert box to world coordinates, scaling etc.
return CGRectContainsPoint(bbox, worldPoint);
}
@end
由于苦艾酒说 - 的poundev23真的只检查BB围绕旋转精灵代码。 我写正确的代码(但Cocos2dx - C++) - 希望它可以帮助别人:
CCSize size = this->getContentSize();
CCRect rect = CCRect(0, 0, size.width, size.height);
CCPoint pt = touch->locationInView();
pt = CCDirector::sharedDirector()->convertToGL(pt);
pt = CCPointApplyAffineTransform(pt, this->worldToNodeTransform());
bool b = CCRect::CCRectContainsPoint(rect, pt);
有一个很好的代码!
编辑: 好的解决方案!我将它转换为Objective C.
- (BOOL) containsTouchLocation:(UITouch *) touch
{
CGSize size = self.contentSize;
CGRect rect = CGRectMake(0, 0, size.width, size.height);
CGPoint touchLocation = [touch locationInView: [touch view]];
touchLocation = [[CCDirector sharedDirector] convertToGL:touchLocation];
touchLocation = CGPointApplyAffineTransform(touchLocation, self.worldToNodeTransform);
bool containsPoint = CGRectContainsPoint(rect, touchLocation);
return containsPoint;
}
转换为Obj-C并添加为编辑。非常感谢。 – jarryd 2013-07-01 16:06:39
谢谢!工作就像一个魅力... – poundev23 2010-07-23 00:40:51
无论如何要做到这一点在cocos2d 2?我收到一些错误。我认为有些东西因为写了这些东西而被弃用。谢谢! – Corey 2013-03-18 21:53:50
适合我。这应该被构建到cocos2d中。 :-) – 2013-04-13 23:07:43