Cocos2d iphone Can';添加形状后不要拖动精灵

Cocos2d iphone Can';添加形状后不要拖动精灵,cocos2d-iphone,Cocos2d Iphone,我正在从标签纹理动态创建一组精灵,效果很好。我有一些方法可以用来轻触精灵,让它“抖动”,然后在屏幕上拖动它们。我的问题是,我需要给精灵添加一个花栗鼠形状,这样它们就不会重叠,也不会互相推开。将形状添加到精灵后,选择/拖动精灵的方法将不再有效。我有点迷路了 这是用于创建精灵/形状的方法 -(void) addNewSpriteX: (float)x y:(float)y wordIndex:(int)i { CCLabelTTF *label; if ( i == 0 )

我正在从标签纹理动态创建一组精灵,效果很好。我有一些方法可以用来轻触精灵,让它“抖动”,然后在屏幕上拖动它们。我的问题是,我需要给精灵添加一个花栗鼠形状,这样它们就不会重叠,也不会互相推开。将形状添加到精灵后,选择/拖动精灵的方法将不再有效。我有点迷路了

这是用于创建精灵/形状的方法

-(void) addNewSpriteX: (float)x y:(float)y wordIndex:(int)i
{
    CCLabelTTF *label;

    if ( i == 0 )
    {
        label = [CCLabelTTF labelWithString:[[words objectAtIndex:i] uppercaseString] fontName:[self getRandomFont] fontSize:kFontSize];
    }
    else
    {
        label = [CCLabelTTF labelWithString:[[words objectAtIndex:i] uppercaseString] fontName:[self getRandomFont] fontSize:[self getFontSize:[[counts objectAtIndex:0] intValue] andCurrentCount:[[counts objectAtIndex:i] intValue]]];
    }

    wordSprite = [CCSprite spriteWithTexture:[label texture]];
    // ask director the the window size
    wordSprite.color = [self getRandomColor];

    wordSprite.position =  ccp( x, y );

    // FROM HERE TO THE NEXT COMMENT IS WHERE I AM ADDING THE SHAPE AND BODY (DOING IT WRONG?)
    CGPoint p1 = CGPointMake(-wordSprite.contentSize.width/2, -wordSprite.contentSize.height/2);
    CGPoint p2 = CGPointMake(-wordSprite.contentSize.width/2, +wordSprite.contentSize.height/2);
    CGPoint p3 = CGPointMake(+wordSprite.contentSize.width/2, +wordSprite.contentSize.height/2);
    CGPoint p4 = CGPointMake(+wordSprite.contentSize.width/2, -wordSprite.contentSize.height/2);

    int num = 4;
    CGPoint verts[] = {p1, p2, p3, p4};

    cpBody *body = cpBodyNew(50.0, INFINITY);


    body->p = wordSprite.position;
    cpSpaceAddBody(space, body);

    cpShape* shape = cpPolyShapeNew(body, num, verts, cpvzero);
    shape->e = 0.5f; shape->u = 0.5f;
    shape->data = wordSprite;

    cpSpaceAddShape(space, shape);
    // END SHAPE CREATION

    [movableSprites addObject:wordSprite];

    [self addChild:wordSprite];

}
这些是我用来选择和移动精灵的方法(在添加形状/主体后不再起作用)


如果您正在使用chipmunk+TouchMove,您应该使用,cpMouse。 查看www.cocos2d-iphone.org/forum/topic/4936

Github上有两个例子, 1) 已删除的墨迹(与新版本一起使用):(, 2) 抓取或抓取到(与旧版本一起使用)。http://code.google.com/p/grabbed/

cpMouse只是一个无形的物体,它在触摸时与物体相连,物体位于触摸区域,使用针状关节、滑动点等。当你触摸移动时,与cpMouse相连的物体也会移动

如果您不想使用cpMouse和您的代码,您可以使用step()函数迭代您的花栗鼠,这将继续狡猾地更改所有精灵的旋转和位置。因此,如果您试图更改精灵的位置,阶跃函数将覆盖旋转和位置,不会产生任何效果

[link]()cpMouse还有一个例子。
- (void)selectSpriteForTouch:(CGPoint)touchLocation {
    CCSprite * newSprite = nil;
    for (CCSprite *sprite in movableSprites) {
        if (CGRectContainsPoint(sprite.boundingBox, touchLocation)) {            
            newSprite = sprite;
            break;
        }
    }    
    if (newSprite != wordSprite) {
        [wordSprite stopAllActions];
        [wordSprite runAction:[CCRotateTo actionWithDuration:0.1 angle:0]];
        CCRotateTo * rotLeft = [CCRotateBy actionWithDuration:0.1 angle:-4.0];
        CCRotateTo * rotCenter = [CCRotateBy actionWithDuration:0.1 angle:0.0];
        CCRotateTo * rotRight = [CCRotateBy actionWithDuration:0.1 angle:4.0];
        CCSequence * rotSeq = [CCSequence actions:rotLeft, rotCenter, rotRight, rotCenter, nil];
        [newSprite runAction:[CCRepeatForever actionWithAction:rotSeq]];            
        wordSprite = newSprite;
    }
}

- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {    
    CGPoint touchLocation = [self convertTouchToNodeSpace:touch];
    [self selectSpriteForTouch:touchLocation];      
    return TRUE;    
}

- (CGPoint)boundLayerPos:(CGPoint)newPos {
    CGPoint retval = newPos;
    retval.x = MIN(retval.x, 0);
    retval.x = MAX(retval.x, -background.contentSize.width+size.width); 
    retval.y = self.position.y;
    return retval;
}

- (void)panForTranslation:(CGPoint)translation {    
    if (wordSprite) {
        CGPoint newPos = ccpAdd(wordSprite.position, translation);
        wordSprite.position = newPos;
    } else {
        CGPoint newPos = ccpAdd(self.position, translation);
        self.position = [self boundLayerPos:newPos];      
    }  
}

- (void)ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event {       
    CGPoint touchLocation = [self convertTouchToNodeSpace:touch];

    CGPoint oldTouchLocation = [touch previousLocationInView:touch.view];
    oldTouchLocation = [[CCDirector sharedDirector] convertToGL:oldTouchLocation];
    oldTouchLocation = [self convertToNodeSpace:oldTouchLocation];

    CGPoint translation = ccpSub(touchLocation, oldTouchLocation);    
    [self panForTranslation:translation];    
}