最近想做格鬥遊戲,那麼就要有搖杆控件,不想去看別人的代碼就自己寫了個搖杆控件,實現起來很簡單。

話不多說,看代碼:

#ifndef __Joystick__
#define __Joystick__ #include "cocos2d.h"
USING_NS_CC; enum JoystickEnum
{
DEFAULT,
D_UP,
D_DOWN,
D_LEFT,
D_RIGHT,
D_LEFT_UP,
D_LEFT_DOWN,
D_RIGHT_UP,
D_RIGHT_DOWN
}; class Joystick : public Layer
{
public:
/** 啟動搖杆器 */
void onRun();
/** 清除數據 */
void onDisable();
/** 設置死亡半徑,即超出半徑將摇杆器失效 */
void setDieRadius(float radius);
/** 設置無效區域半徑(如果在無效區域內,將重置) */
void setFailRadius(float radius);
/** 是否顯示底盤和觸點 */
void setVisibleJoystick(bool visible);
/** 是否自由變換搖杆器的位置,即在屏幕上每一次按下鼠標時的座標將是搖杆器的座標,移動時將不改變搖杆器座標,直到下次按下鼠標 */
void setAutoPosition(bool value);
/** 回調函數指針 */
std::function<void(JoystickEnum)> onDirection;
/** 靜態創建函數(需要傳入底盤和觸點圖片路徑) */
static Joystick* create(std::string chassisPath,std::string dotPath);
/** 初始化搖杆器(需要傳入底盤和觸點圖片路徑) */
void initWithJoystick(std::string chassisPath,std::string dotPath);
protected:
/** 有效區域半徑 */
float _radius;
/** 失效區域半徑 */
float _failradius;
/** 是否移出有效區域 */
bool isMoveOut;
/** 是否存在有效區域半徑 */
bool isDieRadius;
/** 是否自由變換搖杆器座標 */
bool isAutoPosition;
/** 方向 */
JoystickEnum _direction;
/** 底盤 */
Sprite* _chassis;
/** 觸點 */
Sprite* _touchDot;
EventListenerTouchOneByOne* listener; bool onTouchBegan(Touch* touch,Event* event);
void onTouchMoved(Touch* touch,Event* event);
void onTouchEnded(Touch* touch,Event* event);
/**
1、設置觸點,并判斷是否在無效區域內(如果在無效區域內,將重置)
2、發送角度變化(如果不在無效區域內) */
void setTouchDotPosition(Vec2 vec1,Vec2 vec2);
/**
1、計算搖杆器八方向
2、發送角度變化,回調弧度變化函數 */
void changeAngle( Vec2 position );
/** 回調註冊的監聽函數 */
void callDirectionFun();
/** 重置(當弧度不是 DEFAULT時才重置) */
void resetState(); }; #endif
#include "Joystick.h"

Joystick* Joystick::create(std::string chassisPath,std::string dotPath)
{
auto joystick = new Joystick();
joystick->initWithJoystick(chassisPath,dotPath);
return joystick;
} void Joystick::initWithJoystick(std::string chassisPath,std::string dotPath)
{
_chassis = Sprite::create(chassisPath);
this->addChild(_chassis,);
_touchDot = Sprite::create(dotPath);
this->addChild(_touchDot,); isDieRadius = false;
isAutoPosition = false;
isMoveOut = false;
_direction = DEFAULT;
} void Joystick::onRun()
{
listener = EventListenerTouchOneByOne::create();
listener->setSwallowTouches(false);
listener->onTouchBegan = CC_CALLBACK_2(Joystick::onTouchBegan,this);
listener->onTouchMoved = CC_CALLBACK_2(Joystick::onTouchMoved,this);
listener->onTouchEnded = CC_CALLBACK_2(Joystick::onTouchEnded,this);
this->_eventDispatcher->addEventListenerWithSceneGraphPriority(listener,this);
} bool Joystick::onTouchBegan(Touch* touch,Event* event)
{
Vec2 locationInNode = this->convertToNodeSpace(touch->getLocation());
if( isAutoPosition )
{
this->setPosition(touch->getLocation());
return true;
}
if( isAutoPosition==false && isDieRadius )
{
if( locationInNode.getLength() > _radius )
{
return false;
}
}
_touchDot->setPosition(locationInNode);
if( locationInNode.getLength() > _failradius )
{
changeAngle(locationInNode);
}
return true;
}
void Joystick::onTouchMoved(Touch* touch,Event* event)
{
Vec2 locationInNode = this->convertToNodeSpace(touch->getLocation());
if( isDieRadius )
{
if( locationInNode.getLength() < _radius )
{
if( isMoveOut )
{
_touchDot->setPosition(locationInNode);
isMoveOut = false;
}
setTouchDotPosition(locationInNode,_touchDot->getPosition() + touch->getDelta());
return;
}
}
else
{
setTouchDotPosition(locationInNode,_touchDot->getPosition() + touch->getDelta());
return;
} isMoveOut = true;
_touchDot->setPosition(,);
resetState();
}
void Joystick::onTouchEnded(Touch* touch,Event* event)
{
_touchDot->setPosition(,);
isMoveOut = false;
resetState();
} void Joystick::setTouchDotPosition(Vec2 vec1,Vec2 vec2)
{
_touchDot->setPosition(vec2);
if( _failradius> )
{
if( vec1.getLength() < _failradius )
{
resetState();
return;
}
}
changeAngle(vec1);
} void Joystick::setDieRadius(float radius)
{
_radius = radius;
isDieRadius = true;
} void Joystick::setAutoPosition(bool value)
{
isAutoPosition = value;
} void Joystick::setFailRadius(float radius)
{
_failradius = radius;
} void Joystick::onDisable()
{
this->_eventDispatcher->removeEventListener(listener);
isDieRadius = false;
isAutoPosition = false;
isMoveOut = false;
} void Joystick::changeAngle( Vec2 position )
{
auto angle = CC_RADIANS_TO_DEGREES(position.getAngle());
if(angle > -22.5 && angle < 22.5)
{
_direction=D_RIGHT;
}
else if(angle > 22.5 && angle < 67.5)
{
_direction=D_RIGHT_UP;
}
else if(angle > 67.5 && angle < 112.5)
{
_direction=D_UP;
}
else if(angle > 112.5 && angle < 157.5)
{
_direction=D_LEFT_UP;
}
else if((angle > 157.5 && angle < )||(angle < -157.5 && angle > -))
{
_direction=D_LEFT;
}
else if(angle < -112.5 && angle > -157.5)
{
_direction=D_LEFT_DOWN;
}
else if(angle < -67.5 && angle > -112.5)
{
_direction=D_DOWN;
}
else if(angle < -22.5 && angle > -67.5)
{
_direction=D_RIGHT_DOWN;
}
callDirectionFun();
} void Joystick::callDirectionFun()
{
if( onDirection )
{
onDirection(_direction);
}
} void Joystick::resetState()
{
if(_direction != DEFAULT)
{
_direction = DEFAULT;
callDirectionFun();
}
} void Joystick::setVisibleJoystick(bool visible)
{
_chassis->setVisible(visible);
_touchDot->setVisible(visible);
}

當然,如果有用到的朋友可以自己修改。這隻是最簡單的實現。

下面有效果圖,不過加載比較慢:

普通模式

  auto joystick = Joystick::create("rocker.png","rocker_joy.png");//通過兩張圖片初始化控件
this->addChild(joystick);
joystick->setPosition(VisibleRect::leftBottom()+Vec2(,));//設置初始位置
  joystick->onDirection=CC_CALLBACK_1(SceneMain::onDirection,this);//角度變化更新(onDirection(JoystickEnum enums))
joystick->onRun();//啟動

Cocos2d-x 3.2 学习笔记(十)Joystick 搖杆控件-LMLPHP

存在死亡半徑模式:(超出死亡半徑將觸點重置初始位置,移動失效)

auto joystick = Joystick::create("rocker.png","rocker_joy.png");//通過兩張圖片初始化控件
this->addChild(joystick);
joystick->setPosition(VisibleRect::leftBottom()+Vec2(,));//設置初始位置
joystick->setDieRadius();//設置死亡半徑(外圈)
joystick->onDirection=CC_CALLBACK_1(SceneMain::onDirection,this);//角度變化更新(onDirection(JoystickEnum enums))
joystick->onRun();//啟動

Cocos2d-x 3.2 学习笔记(十)Joystick 搖杆控件-LMLPHP

設置失效半徑:(在失效半徑內將不會觸發角度改變事件)

auto joystick = Joystick::create("rocker.png","rocker_joy.png");//通過兩張圖片初始化控件
this->addChild(joystick);
joystick->setPosition(VisibleRect::leftBottom()+Vec2(,));//設置初始位置
joystick->setDieRadius();//設置死亡半徑(外圈)
joystick->setFailRadius();//設置失效半徑(內圈)
joystick->onDirection=CC_CALLBACK_1(SceneMain::onDirection,this);//角度變化更新(onDirection(JoystickEnum enums))
joystick->onRun();//啟動

Cocos2d-x 3.2 学习笔记(十)Joystick 搖杆控件-LMLPHP

設置自由變換位置:以鼠標按下的座標為初始位置

auto joystick = Joystick::create("rocker.png","rocker_joy.png");//通過兩張圖片初始化控件
this->addChild(joystick);
joystick->setPosition(VisibleRect::leftBottom()+Vec2(,));//設置初始位置
joystick->setAutoPosition(true);//是否自由改變座標
joystick->onDirection=CC_CALLBACK_1(SceneMain::onDirection,this);//角度變化更新
joystick->onRun();//啟動

Cocos2d-x 3.2 学习笔记(十)Joystick 搖杆控件-LMLPHP

設置隱藏搖杆:(不顯示搖杆底盤和觸點,一般會設置成自由改變位置)

auto joystick = Joystick::create("rocker.png","rocker_joy.png");//通過兩張圖片初始化控件
this->addChild(joystick);
joystick->setPosition(VisibleRect::leftBottom()+Vec2(,));//設置初始位置
joystick->setAutoPosition(true);//是否自由改變座標
joystick->setVisibleJoystick(false);//是否顯示
joystick->onDirection=CC_CALLBACK_1(SceneMain::onDirection,this);//角度變化更新
joystick->onRun();//啟動

Cocos2d-x 3.2 学习笔记(十)Joystick 搖杆控件-LMLPHP

04-26 19:37