美文网首页
cocos creator摇杆

cocos creator摇杆

作者: 神大人korose | 来源:发表于2018-03-20 13:54 被阅读0次

摇杆属性

module.exports = {

    TouchType : cc.Enum({
        DEFAULT: 0,
        FOLLOW: 1,
    }),

    DirectionType : cc.Enum({
        FOUR: 4,
        EIGHT: 8,
        ALL: 0,
    }),

};

摇杆类

var Common = require('JoystickCommon');

cc.Class({
    extends: cc.Component,

    properties: {
        dot: {
            default: null,
            type: cc.Node,
            displayName: '摇杆节点',
        }, 
        playerNode: {
            default: null,
            type: cc.Node,
            displayName: '被操作的目标Node',
        },
        playerAnim: {
            default: null,
            type: cc.Animation,
            displayName: '被操作的目标动画',
        },
        touchType: {
            default: Common.TouchType.DEFAULT,
            type: Common.TouchType,
            displayName: '触摸类型',
        },   
        directionType: {
            default: Common.DirectionType.ALL,
            type: Common.DirectionType,
            displayName: '方向类型',

        }, 

        _angle: {
            default: null,
            displayName: '当前触摸的角度',

        },
       
        _radian: {
            default: null,
            displayName: '弧度',
        },      


        _speed: 0,          //实际速度
        speed1: 100,         //一段速度
        speed2: 200,         //二段速度
        _opacity: 0,        //透明度
    },


    onLoad: function()
    {
        // game组件下的player节点
        this._playerRigid = this.playerNode.getComponent(cc.RigidBody);
        if(this.touchType == Common.TouchType.DEFAULT){
            //对圆圈的触摸监听
            this._initTouchEvent();
        }
    },


    //对圆圈的触摸监听
    _initTouchEvent: function()
    {
        var self = this;

        self.node.on(cc.Node.EventType.TOUCH_START, this._touchStartEvent, self);

        self.node.on(cc.Node.EventType.TOUCH_MOVE, this._touchMoveEvent, self);

        // 触摸在圆圈内离开或在圆圈外离开后,摇杆归位,player速度为0
        self.node.on(cc.Node.EventType.TOUCH_END, this._touchEndEvent, self);
        self.node.on(cc.Node.EventType.TOUCH_CANCEL, this._touchEndEvent, self);
    },

    //更新移动目标
    update: function(dt)
    {
        switch (this.directionType)
        {
            case Common.DirectionType.ALL:   
                this._allDirectionsMove();
                break;
            default :
                break;
        }
    },
     //全方向移动
    _allDirectionsMove: function()
    {
        var x = Math.cos(this._angle * (Math.PI/180)) * this._speed ;//+ this._playerNode.x;
        var y = Math.sin(this._angle * (Math.PI/180)) * this._speed ;//+ this._playerNode.y;
        if (x > 0 && (!this.anim || this.anim.name !== "right")) {
            cc.log("right")
            this.anim = this.playerAnim.play("right");
        }else if(x < 0 && (!this.anim || this.anim.name !== "left")){
            cc.log("left")
            this.anim = this.playerAnim.play("left");
        }else if(this._speed === 0){
            cc.log("stop")
            this.playerAnim.stop();
            this.anim = null;
        }
        // this._playerNode.setPosition(x,y);
        // cc.log(x,y,this._speed);
        this._playerRigid.linearVelocity = cc.p(x,y);
        // this._playerRigid.applyForceToCenter(cc.p(x,y),true);
        // this._playerNode.x += Math.cos(this._angle * (Math.PI/180)) * this._speed;
        // this._playerNode.y += Math.sin(this._angle * (Math.PI/180)) * this._speed;
    },

     //计算两点间的距离并返回
    _getDistance: function(pos1, pos2)
    {
        return Math.sqrt(Math.pow(pos1.x - pos2.x, 2) +
        Math.pow(pos1.y - pos2.y, 2));
    },

    /*角度/弧度转换
    角度 = 弧度 * 180 / Math.PI
    弧度 = 角度 * Math.PI / 180*/
    //计算弧度并返回
    _getRadian: function(point)
    {
        this._radian = Math.PI / 180 * this._getAngle(point);
        return this._radian;
    },

    //计算角度并返回
    _getAngle: function(point)
    {
        
        var pos = this.node.getPosition();
        this._angle = Math.atan2(point.y - pos.y, point.x - pos.x) * (180/Math.PI);
        return this._angle;
    },

     //设置实际速度
    _setSpeed: function(point)
    {
        //触摸点和遥控杆中心的距离
        var distance = this._getDistance(point, this.node.getPosition());

        //如果半径
        if(distance < this._radius)
        {
            this._speed = this.speed1;
            cc.log(this._speed,this.speed1);
        }
        else
        {
            this._speed = this.speed2;
            cc.log(this._speed,this.speed2);
        }
    },

    _touchStartEvent: function(event) {
        // 获取触摸位置的世界坐标转换成圆圈的相对坐标(以圆圈的锚点为基准)
        var touchPos = this.node.convertToNodeSpaceAR(event.getLocation());
        //触摸点与圆圈中心的距离
        var distance = this._getDistance(touchPos,cc.p(0,0));
        //圆圈半径
        var radius = this.node.width / 2;
        // 记录摇杆位置,给touch move使用
        this._stickPos = touchPos;
        var posX = this.node.getPosition().x + touchPos.x;
        var posY = this.node.getPosition().y + touchPos.y;
         //手指在圆圈内触摸,控杆跟随触摸点
        if(radius > distance)
        {
            this.dot.setPosition(cc.p(posX, posY));
            return true;
        }
        return false;
    },

    _touchMoveEvent: function(event){
        var touchPos = this.node.convertToNodeSpaceAR(event.getLocation());
        var distance = this._getDistance(touchPos,cc.p(0,0));
        var radius = this.node.width / 2;
        // 由于摇杆的postion是以父节点为锚点,所以定位要加上ring和dot当前的位置(stickX,stickY)
        var posX = this.node.getPosition().x + touchPos.x;
        var posY = this.node.getPosition().y + touchPos.y;
        if(radius > distance)
        {
            this.dot.setPosition(cc.p(posX, posY));
        }
        else
        {
            //控杆永远保持在圈内,并在圈内跟随触摸更新角度
            var x = this.node.getPosition().x + Math.cos(this._getRadian(cc.p(posX,posY))) * radius;
            var y = this.node.getPosition().y + Math.sin(this._getRadian(cc.p(posX,posY))) * radius;
            this.dot.setPosition(cc.p(x, y));
        }
        //更新角度
        this._getAngle(cc.p(posX,posY));
        //设置实际速度
        this._setSpeed(cc.p(posX,posY));

    },

    _touchEndEvent: function(){
        this.dot.setPosition(this.node.getPosition());
        this._speed = 0;
    },
});

相关文章

网友评论

      本文标题:cocos creator摇杆

      本文链接:https://www.haomeiwen.com/subject/oitbqftx.html