Ios 处理幻灯片移动cocos2d

Ios 处理幻灯片移动cocos2d,ios,objective-c,cocos2d-iphone,Ios,Objective C,Cocos2d Iphone,我在cocos2d中的游戏是以一种只获得触摸的方式处理用户触摸,而不是滑动/拖动移动的方式。如何在cocos2d/objective-c中处理滑动/拖动移动 例如,如果用户将手指滑动到屏幕上精灵播放器上方的任何点,我想将精灵播放器向上移动 这是我现在处理触摸的功能: -(void) touchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchLocation = [touch locationInNode:

我在
cocos2d
中的游戏是以一种只获得
触摸
的方式处理用户触摸,而不是
滑动/拖动
移动的方式。如何在
cocos2d/objective-c
中处理
滑动/拖动
移动

例如,如果用户将手指滑动到屏幕上精灵播放器上方的任何点,我想将精灵播放器向上移动

这是我现在处理触摸的功能:

-(void) touchBegan:(UITouch *)touch withEvent:(UIEvent *)event {

    CGPoint touchLocation = [touch locationInNode:self];

    positionY1 = self.contentSize.height*.2;
    positionY2 = self.contentSize.height*.40;
    positionY3 =  self.contentSize.height*.60;


    float distY1Y2 = (positionY1 + positionY2)/2;
    float distY2Y3 = (positionY2 + positionY3)/2;
    float playerMove;


    if (touchLocation.y  <= distY1Y2) {

        if(_player.position.y <= distY1Y2) {
            playerMove = positionY1;
        } else if(_player.position.y > distY1Y2 && _player.position.y < distY2Y3) {
            playerMove = positionY1;
        } else if (_player.position.y >= distY2Y3) {
            playerMove = positionY2;
        }

    } else  if (touchLocation.y  > distY1Y2 && touchLocation.y < distY2Y3) {

        if(_player.position.y <= distY1Y2) {
            playerMove = positionY2;
        } else if(_player.position.y > distY1Y2 && _player.position.y < distY2Y3) {
            playerMove = positionY2;
        } else if (_player.position.y >= distY2Y3) {
            playerMove = positionY2;
        }


    } else if (touchLocation.y  >= distY2Y3) {
        if(_player.position.y <= distY1Y2) {
            playerMove = positionY2;
        } else if(_player.position.y > distY1Y2 && _player.position.y < distY2Y3) {
            playerMove = positionY3;
        } else if (_player.position.y >= distY2Y3) {
            playerMove = positionY3;
        }
    }




    //play audio
    [[OALSimpleAudio sharedInstance] playEffect:@"pew-pew-lei.caf"];

    //Disable another touch movement
    //[[UIApplication sharedApplication] beginIgnoringInteractionEvents];

    // Move our sprite to touch location
    CCActionMoveTo *actionMove = [CCActionMoveTo actionWithDuration:.2f position:CGPointMake(_player.position.x, playerMove)];
    [_player runAction:actionMove];

    //Enable another touch movement

    //[[UIApplication sharedApplication] endIgnoringInteractionEvents];

    /*
    NSMethodSignature *sgn = [self methodSignatureForSelector:@selector(enableTouch:)];
    NSInvocation *inv = [NSInvocation invocationWithMethodSignature: sgn];
    [inv setTarget: self];
    [inv setSelector:@selector(enableTouch:)];
    [NSTimer scheduledTimerWithTimeInterval:.7f
                                 invocation:inv
                                    repeats:NO];

     */



}
-(无效)触摸开始:(UITouch*)触摸事件:(UIEvent*)事件{
CGPoint touchLocation=[触摸位置Innode:self];
位置1=自身内容大小高度*.2;
位置2=自身内容大小高度*.40;
positionY3=自身内容大小高度*.60;
浮动距离y2=(位置y1+位置y2)/2;
浮动距离y2y3=(位置y2+位置y3)/2;
浮球运动;
if(touchLocation.y=distY2Y3){
playerMove=位置2;
}
}else if(touchLocation.y>distyy2&&touchLocation.y=distY2Y3){
playerMove=位置2;
}
}else if(touchLocation.y>=distY2Y3){
if(_player.position.y距离y2&&u player.position.y=distY2Y3){
playerMove=位置y3;
}
}
//播放音频
[[OALSimpleAudio sharedInstance]播放效果:@“pew pew lei.caf”];
//禁用另一个触摸移动
//[[UIApplication sharedApplication]beginIgnoringInteractionEvents];
//将精灵移动到触摸位置
CCActionMoveTo*actionMove=[CCActionMoveToActionWithDuration:.2f位置:CGPointMake(_player.position.x,playerMove)];
[_玩家runAction:actionMove];
//启用另一个触摸移动
//[[UIApplication sharedApplication]endIgnoringInteractionEvents];
/*
NSMethodSignature*sgn=[self-methodSignatureForSelector:@selector(enableTouch:)];
NSInvocation*inv=[NSInvocation invocationWithMethodSignature:sgn];
[inv setTarget:自我];
[库存设置选择器:@选择器(启用触摸:)];
[NSTimer scheduledTimerWithTimeInterval:.7f
调用:inv
重复:否];
*/
}

我将分享一些代码。请检查一下这个密码

您的问题:如果用户将手指滑动到精灵播放器上方屏幕的任何点,我想将精灵播放器向上移动。

答复:

这是为了,如果您触摸特定的精灵并移动该精灵……

我想这会帮助你:)

-(void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *myTouch=[touches anyObject];
    CGPoint point=[myTouch locationInView:[myTouch view]];
    point=[[CCDirector sharedDirector] convertToGL:point];
    NSLog(@"point is %@",NSStringFromCGPoint(point));
}
-(void) ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
    UITouch *myTouch=[touches anyObject];
    CGPoint point=[myTouch locationInView:[myTouch view]];
    point=[[CCDirector sharedDirector] convertToGL:point];
    CCNode *Sprite=[self getChildByTag:spriteTag]; // This is your sprite, which one you want to move.
    [Sprite setPosition:point];

   // This is the boundary for sprite, for what sprite is nor cross the screen.
    if(Sprite.position.y>245)
        [Sprite setPosition:ccp(Sprite.position.x,245)];
    if(Sprite.position.y<25)
        [Sprite setPosition:ccp(Sprite.position.x,25)];
    if(Sprite.position.x<15)
        [Sprite setPosition:ccp(15,Sprite.position.y)];
    if(Sprite.position.x>465)
        [Sprite setPosition:ccp(465,Sprite.position.y)];   
}
// CGPoint initialPos; // in .h file

-(void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
    UITouch *touch = [touches anyObject];
    CGPoint touchPt = [touch locationInView:touch.view];
    initialPos = [[CCDirector sharedDirector] convertToGL:touchPt];
}
-(void) ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
    UITouch *myTouch=[touches anyObject];
    CGPoint currentPos=[myTouch locationInView:[myTouch view]];
    currentPos=[[CCDirector sharedDirector] convertToGL:currentPos];

    float diffX = currentPos.x - initialPos.x;
    float diffY = currentPos.y - initialPos.y;

    CGPoint velocity = ccp(diffX, diffY);
    initialPos = currentPos;
    [Sprite setPosition:ccpAdd([SmileBall position], velocity)];
}

- (void) ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
    UITouch *myTouch=[touches anyObject];
    CGPoint currentPos=[myTouch locationInView:[myTouch view]];
    currentPos=[[CCDirector sharedDirector] convertToGL:currentPos];
    float diffX = currentPos.x - initialPos.x;
    float diffY = currentPos.y - initialPos.y;
    CGPoint velocity = ccp(diffX, diffY);
    initialPos = currentPos;
    [Sprite setPosition:ccpAdd([SmileBall position], velocity)];
}