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//GameScene.h #include "cocos2d.h" USING_NS_CC; class GameScene : public cocos2d::Layer
{ public :
static cocos2d::Scene* createScene();
virtual bool init();
virtual bool onTouchBegan(Touch *touch, Event *unused_event);
virtual void onTouchMoved(Touch *touch, Event *unused_event);
bool isCircleCollision(Point pos1, float radius1, Point pos2, float radius2);
CREATE_FUNC(GameScene);
private : //注意不能用auto关键字
Size size;
Sprite *sprite1, *sprite2;
Label *label;
}; |
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//GameScene.cpp // Created by Jacedy on 14-8-11. #include "GameScene.h" USING_NS_CC; cocos2d::Scene* GameScene::createScene() { auto scene = Scene::create(); //创建一个场景
auto layer = GameScene::create(); //创建一个图层
scene->addChild(layer);
return scene;
} //初始化当前的图层 bool GameScene::init()
{ if (!Layer::init()) //初始化父类
return false ;
//获取屏幕大小
size = Director::getInstance()->getVisibleSize();
//auto size = Director::getInstance()->getWinSize();
//添加一个图片精灵
sprite1 = Sprite::create( "r1.png" );
sprite1->setPosition(Vec2(size.width/2, size.height/2));
this ->addChild(sprite1);
sprite2 = Sprite::create( "r2.png" );
sprite2->setPosition(Vec2(size.width*0.4, size.height/2));
this ->addChild(sprite2);
label = Label::createWithSystemFont( "No collision" , "Marker Felt" , 50);
label->setPosition(Vec2(size.width/2, size.height*0.7));
this ->addChild(label);
//创建监听事件对象
auto listener = EventListenerTouchOneByOne::create();
//定义监听事件的回调函数
listener->onTouchBegan = CC_CALLBACK_2(GameScene::onTouchBegan, this );
listener->onTouchMoved = CC_CALLBACK_2(GameScene::onTouchMoved, this );
//在事件分发器中注册
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this );
return true ;
} bool GameScene::onTouchBegan(Touch *touch, Event *unused_event)
{ //获取触屏位置
Point pos = touch->getLocation();
sprite2->setPosition(pos);
log ( "TouchBegan" );
return true ;
} void GameScene::onTouchMoved(Touch *touch, Event *unused_event)
{ Point pos = touch->getLocation();
sprite2->setPosition(pos);
if (isCircleCollision(sprite1->getPosition(), sprite1->getContentSize().width/2, sprite2->getPosition(), sprite2->getContentSize().width/2))
label->setString( "Collision!" );
else
label->setString( "No collision" );
log ( "TouchMoved" );
} bool GameScene::isCircleCollision(Point pos1, float radius1, Point pos2, float radius2)
{ //运用勾股定理判断两圆是否相交
if ( sqrt ( pow (pos1.x - pos2.x, 2) + pow (pos1.y - pos2.y, 2)) > pow (radius1 + radius2, 2))
{
return false ;
}
return true ;
} |
补充:其实有专门的圆形碰撞检测函数:isbong( ),可以试一下。