Here is the source
问题是我的弹丸的起始位置和结束位置相去甚远。我已经将所有NSLog
设为CGPoints
,从中可以看出输入到CCSequence
的点是正确的。但是与我在屏幕上看到的内容不同。
我认为错误的一个重要线索是,如果创建一个新的CCSprite并像使用射弹一样使用它,则该路径起作用。
这是游戏级别图层(GameLevels:Level1Layer)上的addProjectile方法
-(void)addProjectile:(Projectiles*)projectile
{
NSLog(@"projectile position %@",NSStringFromCGPoint(projectile.position));
NSLog(@"wizard position %@",NSStringFromCGPoint(self.wizardHero.position));
NSLog(@"wizard position worldspace %@",NSStringFromCGPoint([self convertToWorldSpace:self.wizardHero.position]));
NSLog(@"destination position %@",NSStringFromCGPoint(projectile.destination.position));
[self addChild:projectile];
// Determine where we wish to shoot the projectile to
int realX;
CGPoint diff = ccpSub(projectile.destination.position,projectile.position);
if (diff.x > 0)
{
realX = (self.tileMap.mapSize.width * self.tileMap.tileSize.width) +
(projectile.contentSize.width/2);
} else {
realX = -(self.tileMap.mapSize.width * self.tileMap.tileSize.width) -
(projectile.contentSize.width/2);
}
float ratio = (float) diff.y / (float) diff.x;
int realY = ((realX - projectile.position.x) * ratio) + projectile.position.y;
CGPoint realDest = ccp(realX, realY);
// Determine the length of how far we're shooting
int offRealX = realX - projectile.position.x;
int offRealY = realY - projectile.position.y;
float length = sqrtf((offRealX*offRealX) + (offRealY*offRealY));
float velocity = 280/1; // 280pixels/1sec
float realMoveDuration = length/velocity;
// Move projectile to actual endpoint
id actionMoveDone = [CCCallFuncN actionWithTarget:self
selector:@selector(projectileMoveFinished:)];
[projectile runAction:
[CCSequence actionOne:
[CCMoveTo actionWithDuration: realMoveDuration
position: realDest]
two: actionMoveDone]];
[self.projectiles addObject:projectile];
}
这些
NSLog
语句的输出将是(仅供参考:从self.wizardHero
添加射弹,因此这是其起始位置;目标将是self.redEnemy
):2013-03-27 10:41:57.295 GridWars [13025:c07]弹丸位置{105,
178}
2013-03-27 10:41:57.296 GridWars [13025:c07]向导位置{105,178}
2013-03-27 10:41:57.297 GridWars [13025:c07]向导位置世界空间
{105,178}
2013-03-27 10:41:57.298 GridWars [13025:c07]目标位置{299,
174}
2013-03-27 11:34:46.608 GridWars [13344:c07] realDest {650,
166}
2013-03-27 11:34:46.608 GridWars [13344:c07]长度545.132080
2013-03-27 11:34:46.610 GridWars [13344:c07] realMoveDuration 1.946900
我意识到,使用超级类,我很难说出是怎么回事(请问为什么我包含了源代码)。基本上,尽管我有三个主要的超类,它们是从
CCNode
子类化的Projectiles : CCNode
sprite : CCSprite
destination : GameCharacters
damage : int
GameLevels : CCNode
hud : HudLayer
tileMap : CCTMXTiledMap
enemies : NSMutablArray
projectiles : NSMutablArray
GameCharacters : CCNode
hp : int
juice : int
sprite : CCSprite
selectedTargets : NSMutablArray
hostLayer : GameLevels
然后是实际实现这些功能的三个类
BasicProjectile : Projectiles
Level1Layer : GameLevels
WizardHero : GameCharacter
RedEnemy : GameCharacter
尽管问题略有发展,但我已将此问题发布在cocos2d forums上并获得了一些帮助,这使我明白了这一点(看到弹丸,但路径错误而不是根本看不到它们)。但是过了几天,希望能有更多的帮助。
GameProjectiles:CCNode
#import "CCNode.h"
//forward declaration because we just need to hold a reference
@class GameCharacters;
@interface GameProjectiles : CCNode
@property(nonatomic, strong) CCSprite * sprite;
@property(nonatomic,strong) GameCharacters * destination;
@property(nonatomic) int damage;
-(id)initWithDestination:(GameCharacters*)Destination;
-(CGSize)contentSize;
@end
#import "GameProjectiles.h"
@implementation GameProjectiles
-(id)initWithDestination:(GameCharacters*)Destination
{
if (self = [super init]) {
_damage = 0;
_destination = Destination;
}
return self;
}
-(CGSize)contentSize{
return self.sprite.contentSize;
}
-(void)setPosition:(CGPoint)position
{
[super setPosition:position];
self.sprite.position = position;
}
@end
基础弹丸
#import "GameProjectiles.h"
@interface BasicProjectile : GameProjectiles
@end
#import "BasicProjectile.h"
@implementation BasicProjectile
-(id)initWithDestination:(GameCharacters*)Destination
{
if (self = [super init]) {
self.damage = 25;
self.sprite = [CCSprite spriteWithFile:@"Projectile.png"];
[self addChild:self.sprite z:1000 ];
self.destination = Destination;
}
return self;
}
@end
最佳答案
由于弹丸和目标位于单独的CCNode中,因此它们的边界框将返回其在父对象中的位置,而不是实际屏幕坐标(在您的情况下需要这样)。
要转换pos,您可以这样
CGPoint targetPos = [basicProjectile.destination.sprite.parent convertToWorldSpace:basicProjectile.destination.sprite.position];
NSLog(@"targetPos %@",NSStringFromCGPoint(targetPos));
CGRect targetRect = [self boundingRectForSprite:basicProjectile.destination.sprite andPos:targetPos];
CGPoint projectilePos = [basicProjectile.sprite.parent convertToWorldSpace:basicProjectile.sprite.position];
NSLog(@"projectilePos %@",NSStringFromCGPoint(projectilePos));
CGRect projectileRect = [self boundingRectForSprite:basicProjectile.destination.sprite andPos:projectilePos];
boundingRectForSprite
方法使用精灵边界框和位置,然后计算最终的rect锚点为(0.5,0.5)。现在
targetRect
和projectileRect
具有实际的屏幕坐标。关于ios - 用cocos2d定位,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/15664915/