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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targetRectprojectileRect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/

10-12 07:15