用SpriteBuilder简化"耕牛遍地走"的动画效果(四)

写到这突然有童鞋质疑,你这哪里是牛,分明是熊嘛!

仔细看了下,还真像牛.反正是这个意思.怪本猫猪牛熊不分,好在道理是一样的.

下面继续,言归正传.

添加一个空白的touchBegan方法,如果没有这个方法,其他触摸回调也不会被响应.

接着是重点部分来了:

-(void)touchEnded:(CCTouch *)touch withEvent:(CCTouchEvent *)event{
    CGPoint location = [[CCDirector sharedDirector] convertTouchToGL:touch];
    location = [self convertToNodeSpace:location];
    CGSize viewSize = [CCDirector sharedDirector].viewSize;
    float bearVelocity = viewSize.width/3.0;
    CGPoint diff = ccpSub(location, _bear.position);
    float distance = ccpLength(diff);
    float moveDuration = distance/bearVelocity;
    //根据玩家点击的位置设置熊头的方向
    if (diff.x < 0) {
        _bear.flipX = NO;
    }else{
        _bear.flipX = YES;
    }

    [_bear stopAction:_moveAction];
    if (!_bearMoving) {
        [_bear runAction:_walkAction];
    }

    CCActionMoveTo *move = [CCActionMoveTo actionWithDuration:moveDuration position:location];
    CCActionCallBlock *block = [CCActionCallBlock actionWithBlock:^{
        [_bear stopAction:_walkAction];
        _bearMoving = NO;
    }];
    CCActionSequence *seq = [CCActionSequence actions:move,block,nil];
    _moveAction = seq;

    [_bear runAction:_moveAction];
    _bearMoving = YES;
}

原文中seq行为最后用来回调方法,这里直接用回调block即可,不用再另外写一个方法了.

代码没啥好说的,主要是计算实际移动时间,是否翻转熊头,然后根据熊的状态确定是否播放动画等行为.

在编译执行之前,现将didLoadFromCCB方法中的:

[_bear runAction:_walkAction];

一行注释掉,否则会发生重复播放动画的错误.

现在编译运行app,效果如下:

用SpriteBuilder简化"耕牛遍地走"的动画效果(四)

上一篇:后台代码对iBatis配置文件中具体的sql语句的调用实现(被封装的增删改查)


下一篇:Vertx eventbus模块解析