到目前为止都很美好!
但是却有一点奇怪,因为炮塔一下子跳转到指定位置去射击,并不是平滑的跟随触摸去转动到指定位置.你可以修复这个问题,但是这需要略微一点的重构(refactoring).
首先打开HelloWorldLayer.h,在你的类中添加下面一个实例变量:
CCSprite *_nextProjectile;
然后回到HelloWorldLayer.m中按如下代码修改ccTouchesEnded方法:
- (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
if (_nextProjectile != nil) return;
// Choose one of the touches to work with
UITouch *touch = [touches anyObject];
CGPoint location = [self convertTouchToNodeSpace:touch];
// Set up initial location of projectile
CGSize winSize = [[CCDirector sharedDirector] winSize];
_nextProjectile = [[CCSprite spriteWithFile:@"projectile2.png"] retain];
_nextProjectile.position = ccp(20, winSize.height/2);
// Determine offset of location to projectile
CGPoint offset = ccpSub(location, _nextProjectile.position);
// Bail out if you are shooting down or backwards
if (offset.x <= 0) return;
// Determine where you wish to shoot the projectile to
int realX = winSize.width + (_nextProjectile.contentSize.width/2);
float ratio = (float) offset.y / (float) offset.x;
int realY = (realX * ratio) + _nextProjectile.position.y;
CGPoint realDest = ccp(realX, realY);
// Determine the length of how far you're shooting
int offRealX = realX - _nextProjectile.position.x;
int offRealY = realY - _nextProjectile.position.y;
float length = sqrtf((offRealX*offRealX)+(offRealY*offRealY));
float velocity = 480/1; // 480pixels/1sec
float realMoveDuration = length/velocity;
// Determine angle to face
float angleRadians = atanf((float)offRealY / (float)offRealX);
float angleDegrees = CC_RADIANS_TO_DEGREES(angleRadians);
float cocosAngle = -1 * angleDegrees;
float rotateDegreesPerSecond = 180 / 0.5; // Would take 0.5 seconds to rotate 180 degrees, or half a circle
float degreesDiff = _player.rotation - cocosAngle;
float rotateDuration = fabs(degreesDiff / rotateDegreesPerSecond);
[_player runAction:
[CCSequence actions:
[CCRotateTo actionWithDuration:rotateDuration angle:cocosAngle],
[CCCallBlock actionWithBlock:^{
// OK to add now - rotation is finished!
[self addChild:_nextProjectile];
[_projectiles addObject:_nextProjectile];
// Release
[_nextProjectile release];
_nextProjectile = nil;
}],
nil]];
// Move projectile to actual endpoint
[_nextProjectile runAction:
[CCSequence actions:
[CCMoveTo actionWithDuration:realMoveDuration position:realDest],
[CCCallBlockN actionWithBlock:^(CCNode *node) {
[_projectiles removeObject:node];
[node removeFromParentAndCleanup:YES];
}],
nil]];
_nextProjectile.tag = 2;
[[SimpleAudioEngine sharedEngine] playEffect:@"pew-pew-lei.caf"];
}
看起来代码不少,但是实际你并没有修改太多,大多数都仅仅是很小的重构,以下是代码做出的改变:
- 在方法开始处如果_nextProjectile不为nil则直接退出,意思是你正在处理射击操作
- 之前你使用的是一个名为projectile的局部变量,然后立即把它添加到场景中.在新的版本中你创建了一个实例变量_nextProjectile,但是没有立即添加到场景中.
- 你定义了炮塔旋转的速度为180 / 0.5,意味着半秒钟旋转180度.
- 去计算旋转特定的角度需要多长时间
- 然后开始一个顺序action去旋转炮塔到正确的角度,然后调用一个block去将导弹添加到场景中.
偶鸟,试一试吧!编译运行项目,然后现在炮塔应该旋转的平滑多了 ;)
原文地址:Rotating Turrets: How To Make A Simple iPhone Game with Cocos2D 2.X Part 2