Joystick 摇杆控件
本文转载至Cocos2d-x v3.2学习笔记(十)Joystick 摇杆控件
代码:
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#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 : /** 启动搖杆器 */ void onRun(); /** 清除数据 */ void onDisable(); /** 设置死亡半径,即超出半径將摇杆器失效 */ void setDieRadius( float radius); /** 设置无效区域半径(如果在无效区域內,將重置) */ void setFailRadius( float radius); /** 是否显示底盘和触点 */ void setVisibleJoystick( bool visible); /** 是否自由变换摇杆器的位置,即在屏幕上每一次按下鼠标时的坐标将是摇杆器的坐标,移动时将不改变摇杆器坐标,直到下次按下鼠标 */ void setAutoPosition( bool value); /** 回调函数指针 */ std::function< void (JoystickEnum)> onDirection; /** 静态创建函数(需要传入底盘和触点图片路径) */ static Joystick* create(std::string chassisPath,std::string dotPath); /** 初始化摇杆器(需要传入底盘和触点图片路径) */ void initWithJoystick(std::string chassisPath,std::string dotPath); protected : /** 有效区域半径 */ float _radius; /** 失效区域半径 */ float _failradius; /** 是否移出有效区域 */ bool isMoveOut; /** 是否存在有效区域半径 */ bool isDieRadius; /** 是否自由变换摇杆器坐标 */ bool isAutoPosition; /** 方向 */ JoystickEnum _direction; /** 底盘 */ Sprite* _chassis; /** 触点 */ Sprite* _touchDot; EventListenerTouchOneByOne* listener; bool onTouchBegan(Touch* touch,Event* event); void onTouchMoved(Touch* touch,Event* event); void onTouchEnded(Touch* touch,Event* event); /** 1、设置触点,并判断是否在无效区域内(如果在无效区域内,将重置) 2、发送角度变化(如果不在无效区域内) */ void setTouchDotPosition(Vec2 vec1,Vec2 vec2); /** 1、计算摇杆器八方向 2、发送角度变化,回调弧度变化函数 */ void changeAngle( Vec2 position ); /** 回调注册的监听函数 */ void callDirectionFun(); /** 重置(当弧度不是 DEFAULT时才重置) */ void resetState(); }; #endif |
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#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,0); _touchDot = Sprite::create(dotPath); this ->addChild(_touchDot,1); 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(0,0); resetState(); } void Joystick::onTouchEnded(Touch* touch,Event* event) { _touchDot->setPosition(0,0); isMoveOut = false ; resetState(); } void Joystick::setTouchDotPosition(Vec2 vec1,Vec2 vec2) { _touchDot->setPosition(vec2); if ( _failradius>0 ) { 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 < 180)||(angle < -157.5 && angle > -180)) { _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); } |
当然,如果有用到的朋友可以自己修改。这只是最简单的实现。
下面有效果图,不过加载比较慢
普通模式:
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auto joystick = Joystick::create( "rocker.png" , "rocker_joy.png" ); //通过两张图片初始化控件 this ->addChild(joystick); joystick->setPosition(VisibleRect::leftBottom()+Vec2(200,200)); //設置初始位置 joystick->onDirection=CC_CALLBACK_1(SceneMain::onDirection, this ); //角度变化更新(onDirection(JoystickEnum enums)) joystick->onRun(); //启动 |
存在死亡半径模式:(超出死亡半径将触点重置初始位置,移动失效)
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auto joystick = Joystick::create( "rocker.png" , "rocker_joy.png" ); //通过两张图片初始化控件 this ->addChild(joystick); joystick->setPosition(VisibleRect::leftBottom()+Vec2(200,200)); //设置初始位置 joystick->setDieRadius(60); //设置死亡半径(外圈) joystick->onDirection=CC_CALLBACK_1(SceneMain::onDirection, this ); //角度变化更新(onDirection(JoystickEnum enums)) joystick->onRun(); //启动 |
设置失效半径:(在失效半径内将不会触发角度改变事件)
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auto joystick = Joystick::create( "rocker.png" , "rocker_joy.png" ); //通过两张图片初始化控件 this ->addChild(joystick); joystick->setPosition(VisibleRect::leftBottom()+Vec2(200,200)); //设置初始位置 joystick->setDieRadius(60); //设置死亡半径(外圈) joystick->setFailRadius(30); //设置失效半径(內圈) joystick->onDirection=CC_CALLBACK_1(SceneMain::onDirection, this ); //角度变化更新(onDirection(JoystickEnum enums)) joystick->onRun(); //启动 |
设置自由变换位置:以鼠标按下的坐标为初始位置
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auto joystick = Joystick::create( "rocker.png" , "rocker_joy.png" ); //通过两张图片初始化控件 this ->addChild(joystick); joystick->setPosition(VisibleRect::leftBottom()+Vec2(200,200)); //设置初始位置 joystick->setAutoPosition( true ); //是否自由改变坐标 joystick->onDirection=CC_CALLBACK_1(SceneMain::onDirection, this ); //角度变化更新 joystick->onRun(); //启动 |
设置隐藏摇杆:(不显示摇杆底盘和触点,一般会设置成自由改变位置)
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auto joystick = Joystick::create( "rocker.png" , "rocker_joy.png" ); //通过两张图片初始化控件 this ->addChild(joystick); joystick->setPosition(VisibleRect::leftBottom()+Vec2(200,200)); //设置初始位置 joystick->setAutoPosition( true ); //是否自由改变坐标 joystick->setVisibleJoystick( false ); //是否显示 joystick->onDirection=CC_CALLBACK_1(SceneMain::onDirection, this ); //角度变化更新 joystick->onRun(); //启动 |