SneakyJoyStick 用法( 兼容universal)

本文详细介绍了在游戏开发过程中如何实现人机交互,包括导入JoystickClasses文件、创建按键和摇杆对象,以及在每一帧中检测并应用摇杆响应。重点讲述了按键和摇杆的设计与操作方法。

1. import  JoystickClasses folder into project

2. 在game操作的layer.h import class


#import "SneakyJoystick.h"

#import "SneakyButton.h"


#import "SneakyButtonSkinnedBase.h"

#import "SneakyJoystickSkinnedBase.h"


@interface GameplayLayer : CCLayer {
    CCSprite *vikingSprite;
    SneakyJoystick *leftJoystick;
    SneakyButton *jumpButton;
    SneakyButton *attackButton;
}
@end



-(void)initJoystickAndButtons {
CGSize screenSize = [CCDirector sharedDirector].winSize; // 1
CGRect joystickBaseDimensions = CGRectMake(0, 0, 128.0f, 128.0f);                      // 2
CGRect jumpButtonDimensions   = CGRectMake(0, 0, 64.0f, 64.0f);
CGRect attackButtonDimensions = CGRectMake(0, 0, 64.0f, 64.0f);

CGPoint joystickBasePosition;                                  // 3
CGPoint jumpButtonPosition;
CGPoint attackButtonPosition;

if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { // 4
// The device is an iPad running iPhone 3.2 or later.
CCLOG(@"Positioning Joystick and Buttons for iPad");
        joystickBasePosition = ccp(screenSize.width*0.0625f,
                                   screenSize.height*0.052f);
        jumpButtonPosition = ccp(screenSize.width*0.946f,
                                screenSize.height*0.052f);
        attackButtonPosition = ccp(screenSize.width*0.947f,
                                   screenSize.height*0.169f);
    } else {
// The device is an iPhone or iPod touch.
CCLOG(@"Positioning Joystick and Buttons for iPhone");
       joystickBasePosition = ccp(screenSize.width*0.07f,
                                   screenSize.height*0.11f);
       jumpButtonPosition = ccp(screenSize.width*0.93f,
                                 screenSize.height*0.11f);
       attackButtonPosition = ccp(screenSize.width*0.93f,
                                   screenSize.height*0.35f);
    }

    SneakyJoystickSkinnedBase *joystickBase = [[[SneakyJoystickSkinnedBase alloc] init] autorelease]; // 5
    joystickBase.position = joystickBasePosition; // 6
    joystickBase.backgroundSprite =   [CCSprite spriteWithFile:@"dpadDown.png"]; // 7
    joystickBase.thumbSprite =        [CCSprite spriteWithFile:@"joystickDown.png"]; // 8
    joystickBase.joystick = [[SneakyJoystick alloc] initWithRect:joystickBaseDimensions]; // 9

    leftJoystick = [joystickBase.joystick retain]; // 10
    [self addChild:joystickBase]; // 11


    SneakyButtonSkinnedBase *jumpButtonBase = [[[SneakyButtonSkinnedBase alloc] init] autorelease]; // 12
    jumpButtonBase.position = jumpButtonPosition; // 13
    jumpButtonBase.defaultSprite =    [CCSprite spriteWithFile:@"jumpUp.png"]; // 14
    jumpButtonBase.activatedSprite =  [CCSprite spriteWithFile:@"jumpDown.png"]; // 15
    jumpButtonBase.pressSprite =      [CCSprite spriteWithFile:@"jumpDown.png"]; // 16
    jumpButtonBase.button = [[SneakyButton alloc] initWithRect:jumpButtonDimensions]; // 17
    jumpButton = [jumpButtonBase.button retain]; // 18
    jumpButton.isToggleable = NO; // 19
    [self addChild:jumpButtonBase]; // 20
   
    SneakyButtonSkinnedBase *attackButtonBase = [[[SneakyButtonSkinnedBase alloc] init] autorelease]; // 21
    attackButtonBase.position = attackButtonPosition; // 22
    attackButtonBase.defaultSprite = [CCSprite spriteWithFile:@"handUp.png"]; // 23
    attackButtonBase.activatedSprite = [CCSprite spriteWithFile:@"handDown.png"]; // 24
    attackButtonBase.pressSprite = [CCSprite spriteWithFile:@"handDown.png"]; // 25
    attackButtonBase.button = [[SneakyButton alloc] initWithRect:attackButtonDimensions]; // 26
    attackButton = [attackButtonBase.button retain]; // 27
    attackButton.isToggleable = NO; // 28
    [self addChild:attackButtonBase]; // 29
}


在每一帧中检测joystick ,应用joystick的响应:

#pragma mark -
#pragma mark Update Method
-(void) update:(ccTime)deltaTime
{
    [self applyJoystick:leftJoystick toNode:vikingSprite
forTimeDelta:deltaTime];
}

实际通过下面方法对某node的操作


-(void)applyJoystick:(SneakyJoystick *)aJoystick toNode:(CCNode *)tempNode forTimeDelta:(float)deltaTime
{
  CGPoint scaledVelocity = ccpMult(aJoystick.velocity, 1024.0f); // 1
  CGPoint newPosition =  ccp(tempNode.position.x + scaledVelocity.x * deltaTime,tempNode.position.y + scaledVelocity.y * deltaTime); // 2
  [tempNode setPosition:newPosition]; // 3
  if (jumpButton.active == YES) { 
        CCLOG(@"Jump button is pressed."); // 4
   }
   if (attackButton.active == YES) {
        CCLOG(@"Attack button is pressed."); // 5
   }
}


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