Cocos2d-x 3.2 学习笔记(十)Joystick 搖杆控件

  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,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);
}

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(200,200));//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

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(200,200));//設置初始位置
joystick->setDieRadius(60);//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

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(200,200));//設置初始位置
joystick->setDieRadius(60);//設置死亡半徑(外圈)
joystick->setFailRadius(30);//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

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(200,200));//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

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(200,200));//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

原文地址:https://www.cnblogs.com/Richard-Core/p/3915898.html