“How To Make a Tile-Based Game with Cocos2D 2.X”使用cocos2d V3做这个教程
我有一个小问题。在本教程中,如何使用Cocos2D 2.X的基于Tile的游戏使用cocos2d V2.0,我想在cocos2d V3.0。所以,它不工作!谢谢! (我不会说英语)
I have a small problem. In this tutorial How To Make a Tile-Based Game with Cocos2D 2.X used cocos2d V2.0, I wanna make this in cocos2d V3.0. So, it doesn't work! Thanks! (I don't speak english)
我认为这行有问题 - self.position = viewPoint;
I think problem in this line - self.position = viewPoint;
@property (strong) CCTiledMap *tileMap;
@property (strong) CCTiledMapLayer *background;
@property (strong) CCSprite *player;
- (id)init
{
// Apple recommend assigning self with supers return value
self = [super init];
if (!self) return(nil);
// Enable touch handling on scene node
self.userInteractionEnabled = YES;
self.tileMap = [CCTiledMap tiledMapWithFile:@"TileMap.tmx"];
self.background = [_tileMap layerNamed:@"Background"];
[self addChild:_tileMap z:-1];
CCTiledMapObjectGroup *objectGroup = [_tileMap objectGroupNamed:@"Objects"];
NSAssert(objectGroup != nil, @"tile map has no objects object layer");
NSDictionary *spawnPoint = [objectGroup objectNamed:@"SpawnPoint"];
int x = [spawnPoint[@"x"] integerValue];
int y = [spawnPoint[@"y"] integerValue];
_player = [CCSprite spriteWithImageNamed:@"Player.png"];
_player.position = ccp(x,y);
[self addChild:_player];
[self setViewPointCenter:_player.position];
// done
return self;
}
- (void)setViewPointCenter:(CGPoint) position {
CGSize winSize = [CCDirector sharedDirector].viewSize;
int x = MAX(position.x, winSize.width/2);
int y = MAX(position.y, winSize.height/2);
x = MIN(x, (_tileMap.mapSize.width * _tileMap.tileSize.width) - winSize.width / 2);
y = MIN(y, (_tileMap.mapSize.height * _tileMap.tileSize.height) - winSize.height/2);
CGPoint actualPosition = ccp(x, y);
CGPoint centerOfView = ccp(winSize.width/2, winSize.height/2);
CGPoint viewPoint = ccpSub(centerOfView, actualPosition);
self.position = viewPoint;
}
-(void)touchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
CGPoint touchLocation = [touch locationInView:touch.view];
touchLocation = [[CCDirector sharedDirector] convertToGL:touchLocation];
touchLocation = [self convertToNodeSpace:touchLocation];
CGPoint playerPos = _player.position;
CGPoint diff = ccpSub(touchLocation, playerPos);
if ( abs(diff.x) > abs(diff.y) ) {
if (diff.x > 0) {
playerPos.x += _tileMap.tileSize.width;
} else {
playerPos.x -= _tileMap.tileSize.width;
}
} else {
if (diff.y > 0) {
playerPos.y += _tileMap.tileSize.height;
} else {
playerPos.y -= _tileMap.tileSize.height;
}
}
CCLOG(@"playerPos %@",CGPointCreateDictionaryRepresentation(playerPos));
// safety check on the bounds of the map
if (playerPos.x <= (_tileMap.mapSize.width * _tileMap.tileSize.width) &&
playerPos.y <= (_tileMap.mapSize.height * _tileMap.tileSize.height) &&
playerPos.y >= 0 &&
playerPos.x >= 0 )
{
[self setPlayerPosition:playerPos];
}
[self setViewPointCenter:_player.position];
NSLog(@"%@", NSStringFromCGPoint(touchLocation));
}
-(void)setPlayerPosition:(CGPoint)position {
_player.position = position;
}
问题是,的用户交互默认绑定到场景的 contentSize
(屏幕大小)。
The problem is that the area of the user interaction is by default bound to the contentSize
of the scene (screen size).
setViewPointCenter
方法,将场景位置移出不处理触摸事件的区域。
When calling your setViewPointCenter
method, you are moving the scene position out of this area where the touch event is not handled.
必须扩展该区域的 contentSize
的这个区域:
You have to extend this area of the contentSize
of the tile map like that :
[self setContentSize:[_tileMap contentSize]];
self.userInteractionEnabled = YES;