精灵在触摸后消失而不是在拖动后消失
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【中文标题】精灵在触摸后消失而不是在拖动后消失【英文标题】:Sprites disappear after touch instead of after drag 【发布时间】:2013-02-13 10:31:40 【问题描述】:在我目前正在尝试开发的游戏中,我正在尝试拖放精灵。这是我当前的代码:
-(void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
//gameStat is a boolean I use for pause and play function
if(gameStat == TRUE)
NSSet *allTouch = [event allTouches];
UITouch *touch = [[allTouch allObjects]objectAtIndex:0];
CGPoint location = [touch locationInView:[touch view]];
location = [[CCDirector sharedDirector]convertToGL:location];
//Swipe Detection - Beginning point
beginTouch = location;
touchflag = 0;
for(int i = 0; i < [sprArray count]; i++)
CCSprite *sprite = (CCSprite *)[sprArray objectAtIndex:i];
if(CGRectContainsPoint([sprite boundingBox], location))
selectedSprite = sprite;
//touchflag is an int, if its 1, it will move the sprite
//spriteTouch is a boolean for checking if the sprite's been moved
touchflag = 1;
_spriteTouch = TRUE;
break;
-(void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
if(gameStat == TRUE)
NSSet *allTouch = [event allTouches];
UITouch *touch = [[allTouch allObjects]objectAtIndex:0];
CGPoint location = [touch locationInView:[touch view]];
location = [[CCDirector sharedDirector]convertToGL:location];
if(_spriteTouch == TRUE)
if(touchflag == 1)
//Should move the sprite from start location x and y to end location x and y
selectedSprite.position = ccp(location.x, location.y);
else
for(int i = 0; i < [sprArray count]; i++)
CCSprite *sprite = (CCSprite *)[sprArray objectAtIndex:i];
if(CGRectContainsPoint([sprite boundingBox], location))
selectedSprite = sprite;
touchflag = 1;
break;
-(void) ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
if(gameStat == TRUE)
//End point of sprite after dragged
NSSet *allTouch = [event allTouches];
UITouch *touch = [[allTouch allObjects]objectAtIndex:0];
CGPoint location = [touch locationInView:[touch view]];
location = [[CCDirector sharedDirector]convertToGL:location];
endTouch = location;
posX = endTouch.x;
//Minimum swipe length
posY = ccpDistance(beginTouch, endTouch);
if(_spriteTouch == TRUE)
if(selectedSprite != nil)
if(selectedSprite.tag == 1)
[self gameOver];
else if(selectedSprite.tag == 2)
if(countDown > 0)
[self ClearGame];
else if(countDown == 0)
[self gameOver];
selectedSprite = nil;
_spriteTouch = FALSE;
精灵的拖放工作正常。我的问题是即使您只是触摸精灵,游戏也会进入 gameOver 或 ClearGame 方法。我需要告诉我的代码不要做任何事情,除非精灵被拖动,但我不知道该怎么做。我在这里错过了什么?
【问题讨论】:
检查并计算位置位移,然后将条件放在位移值上。 所以如果我没看错的话,你希望游戏在精灵被拖动时清除,但在精灵被触摸时结束? 是的,这正是现在发生的情况。我有一种预感,我的方法都乱七八糟了,但我不知道应该按什么顺序制作它们,因为如果我将拖动方法放在触摸移动方法中,如果你不这样做,游戏就不会结束拖动它,但当你这样做时,你不会看到精灵移动。它只是说游戏通关了。 如果不是这样,我怀疑我的 selectedSprite.position = ccp(....) 是问题的原因,但如果我尝试删除它,或者用拖动方法替换它,我获得错误的访问异常 @rptwsthi,我不确定我是否理解您的建议,抱歉。 【参考方案1】:所以,在稍微弄乱了我的代码之后,我有点解决了我的问题。确实是因为我的代码混乱了。下面是它现在的样子:
//I declared a boolean called _spriteTouch at the top of my class
-(id)init
//Added this to my init method
_spriteTouch = FALSE;
-(void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
if(gameStat == TRUE)
NSSet *allTouch = [event allTouches];
UITouch *touch = [[allTouch allObjects]objectAtIndex:0];
CGPoint location = [touch locationInView:[touch view]];
location = [[CCDirector sharedDirector]convertToGL:location];
if(touchflag == 1)
//set _spriteTouch to true then set the position of the sprite
_spriteTouch = TRUE;
[selectedSprite setPosition:location];
-(void) ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
if(gameStatus == TRUE)
//I removed the NSSet *touch, CGPoint location etc since I no longer need it here. Keep it if you're gonna use it somewhere in this method
//Check if _spriteTouch is true, if it is then the sprite would do what it should accordingly
if(_spriteTouch == TRUE)
if(selectedSprite != nil)
//do something
selectedSprite = nil;
_spriteTouch = FALSE;
差不多就是这样。我还删除了 endTouch、beginTouch、dragSprite 等,因为我不再需要它们了。我希望这对其他人有帮助。
【讨论】:
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