广

IOS开发

  • IOS开发
  • android开发
  • PHP编程
  • JavaScript
  • ASP.NET
  • ASP编程
  • JSP编程
  • Java编程
  • 易语言
  • Ruby编程
  • Perl编程
  • AJAX
  • 正则表达式
  • C语言
  • 编程开发

    详解iOS游戏开发中Cocos2D的坐标位置关系

    2018-04-05 08:32:07 次阅读 稿源:互联网
    零七广告

    接触Cocos2D有段时间了,今天特意研究了下Cocos2D坐标系中各种位置关系,anchor属性,CCNode坐标和地图坐标转换。

        先看一段代码:
    代码如下:

    -(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、加载地图:
    代码如下:

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

    2、获取手机屏幕大小

    代码如下:

    CGSize winSize = [[CCDirector sharedDirector] winSize]; 

    3、地图格子数:
    代码如下:

    gameWorld.mapSize (10,10)    
     
    4、地图格子大小:
    代码如下:

    gameWorld.tileSize    (20,20)
     
    5、整个地图大小:
    代码如下:

         gameWorld.mapSize * gameWorld.tileSize;

         当然这里所说的是地图格子是个正方形,非正方形也容易啦。
    6、anchor属性

         1) 添加一个精灵,这个精灵是个像素为1*1的红色图片,设置坐标为20,20,即在地图的第一个格子的右上角,设置anchorPoint为(0.5, 0.5)
         2) 再添加一个精灵,这个精灵是个像素为20*20的蓝色图片,设置坐标为20,20,即在地图的第一个格子的右上角,同样设置anchorPoint为(0.5, 0.5)

             运行效果是矩形精灵的中心和在点精灵的位置,即矩形精灵的锚点为第一个格子的右上角(20,20)坐标 处
         去掉两个精灵的anchorPoint属性

              运行效果和上面相同

         设置rectSprite的anchorPoint为ccp(0,0)

              运行效果是矩形精灵的左下角与点精灵重合。
         设置rectSprite的anchorPoint为ccp(1,1)

              运行效果是矩形精灵的右上角与点精灵重合。
         同理设置ccp(0.5, 1) , ccp(1, 0.5)等

         由上面可以得出:
             1)anchorPoint属性默认为ccp(0.5, 0.5)

             2)当设置(0,0)时是以左下角为锚点

             3)当设置(1, 1)时是以右上角角为锚点

             4)由此可以自己推论到底该把锚点设置在哪里

        Cocos2D使用的是OpenGL坐标系

        OpenGL坐标系:原点在左下角, X轴向右,Y轴向上

        IPhone屏幕坐标系:原点在左上角,X轴向右,Y轴向下
       很简单的判断方法:由于Cocos2D的坐标系的原点在左下角。所以精灵内部坐标原点也是左下角,即当anchorPoint为(0, 0)时即以左下角为锚点,为(1,1)时就以右上角为锚点,当然(0.5, 0.5)就是以精灵中心为锚点了。由此可以推算出-2,-3....    2, 3....   等值时精灵锚点坐标。

    7、坐标转换
    代码如下:

    -(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 { 
         


         上面的代码添加了UIView的事件处理。由于屏幕和Cocos2D采用不同的坐标系,所以我们需要进行坐标转换。

         1)首先获取屏幕坐标

         2)将屏幕坐标转换为OpenGL的坐标

         3)将OpenGL的坐标转换为Cocos2D的坐标。

         从运行结果可以看出Node1和Node2打印出的坐标相同。因为Cocos2D给我们写了covertTouchToNodeSpace方法,可以看看它的源码:
    代码如下:

    - (CGPoint)convertTouchToNodeSpace:(UITouch *)touch 

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

         至于为什么OpenGL和Node1输出既然相同,为什么还要使用convertToNodeSpace,由于能力有限,希望大牛们能给告诉我答案。
        UIView输出的是将Cocos2D坐标转换为屏幕即quartz坐标。
       4) convertTouchToNodeSpaceAR是将触摸点转换为相对于rectSprite的坐标

    8、判断触摸点是否在制定的精灵上
    代码如下:

    - (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、获取触摸的是哪个tile,并改变该tile.
    代码如下:

    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; 

    零七网部分新闻及文章转载自互联网,供读者交流和学习,若有涉及作者版权等问题请及时与我们联系,以便更正、删除或按规定办理。感谢所有提供资讯的网站,欢迎各类媒体与零七网进行文章共享合作。

    零七广告
    零七广告
    零七广告
    零七广告