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Java 使用触摸输入Cocos2D android移动相机_Java_Android_Cocos2d Android - Fatal编程技术网

Java 使用触摸输入Cocos2D android移动相机

Java 使用触摸输入Cocos2D android移动相机,java,android,cocos2d-android,Java,Android,Cocos2d Android,我正在尝试为android应用程序制作一个摄像头,通过在触摸屏上拖动来移动摄像头。我正在使用Cocos2D引擎进行开发 问题是,每当你在屏幕上移动手指时,屏幕上的所有东西都会消失,而不是移动 我的代码如下,希望有人能帮我:)谢谢你的时间 @Override public boolean ccTouchesMoved(MotionEvent event) { CGPoint location = CCDirector.sharedDirector().con

我正在尝试为android应用程序制作一个摄像头,通过在触摸屏上拖动来移动摄像头。我正在使用Cocos2D引擎进行开发

问题是,每当你在屏幕上移动手指时,屏幕上的所有东西都会消失,而不是移动

我的代码如下,希望有人能帮我:)谢谢你的时间

@Override
public boolean ccTouchesMoved(MotionEvent event)
        {
            CGPoint location = CCDirector.sharedDirector().convertToGL(CGPoint.ccp(event.getX(), event.getY()));
            CGPoint movement = CGPoint.ccpSub(location, previousLocation);
            previousLocation = location;
            //Update the camera
            float[] x = new float[1];
            float[] y = new float[1];
            float[] z = new float[1];
            this.getCamera().getCenter(x, y, z);
            CameraPos.x = x[0];
            CameraPos.y = y[0];
            this.getCamera().getEye(x, y, z);
            movement.x = 2 * movement.x * (1 + (z[0]/832));
            movement.y = 2 * movement.y * (1 + (z[0]/832));
            CameraPos.x = CameraPos.x - Math.round(movement.x);
            CameraPos.y = CameraPos.y - Math.round(movement.y);
            this.getCamera().setCenter(CameraPos.x, CameraPos.y, 0);
            this.getCamera().setEye(CameraPos.x, CameraPos.y, z[0]);
            return true;
        }

很好,不过我还是让它工作了

对于任何想知道这一点的人,我创建了一个名为CameraControl的类,它控制相机的基本功能。它还没有完成(我可能会在进行诸如缩放功能之类的更改时更新代码),但这一次允许我完美地跟踪触摸输入

import org.cocos2d.nodes.CCDirector;
import org.cocos2d.types.CGPoint;
import org.cocos2d.types.CGSize;

public class CameraControls {

CGSize winSize = CCDirector.sharedDirector().displaySize();
CGPoint CameraPos = CGPoint.ccp(winSize.width, winSize.height);
CGPoint previousLocation;
double minX;
double maxX;
double minY;
double maxY;

public CameraControls(World world)
{
    this.loadCamera(world);
}

public void setCameraLimit(float minX, float maxX, float minY, float maxY)
{
    this.minX = minX;
    this.maxX = maxX;
    this.minY = minY;
    this.maxY = maxY;
}

public void loadCamera(World world)
{
    float[] x = new float[1];
    float[] y = new float[1];
    float[] z = new float[1];
    world.getCamera().getCenter(x, y, z);
    CameraPos.x = x[0];
    CameraPos.y = y[0]; 
}

public void trackTouchMovement(CGPoint location, World world)
{
    if(previousLocation == null)
    {
        previousLocation = location;
    }
    CGPoint movement = CGPoint.ccpSub(previousLocation, location);
    previousLocation = location;
    float[] x1 = new float[1];
    float[] y1 = new float[1];
    float[] z1 = new float[1];
    world.getCamera().getEye(x1, y1, z1);
    CameraPos.x = CameraPos.x + movement.x;
    CameraPos.y = CameraPos.y + movement.y;

    try
    {
        if(CameraPos.x >= maxX || CameraPos.x <= minX || CameraPos.y >=  maxY || CameraPos.y <= minY)
        {
            CameraPos = CGPoint.ccpSub(CameraPos, movement);
        }
    }
    catch (NullPointerException e)
    {
        System.out.println("Invalid values for camera Limits. No Limits applied.");
    }

    world.getCamera().setCenter(CameraPos.x, CameraPos.y, 0);
    world.getCamera().setEye(CameraPos.x, CameraPos.y, z1[0]);
}

public void storePositionAsPrevious(CGPoint pos)
{
    previousLocation = pos;
}

public void resetPrevious()
{
    previousLocation = null;
}
}
在这种情况下,我希望我的相机可以看到的总面积是相机宽度的3倍,是相机高度的3倍,因此我将相机的限制设置为相机的负宽度、相机的宽度、相机的负高度和相机的高度,因为相机从(0,0)开始

最后,我只添加了必要的方法调用ccToucheSBegind、ccTouchesMoved和ccToucheSEnd

@Override
public boolean ccTouchesMoved(MotionEvent event)
        {
            CGPoint location = CCDirector.sharedDirector().convertToGL(CGPoint.ccp(event.getX(), event.getY()));
            camera.trackTouchMovement(location, this);
            return true;
        }
@Override
public boolean ccTouchesEnded(MotionEvent event)
{
            camera.resetPrevious();
            return true;
}
@Override
public boolean ccTouchesBegan(MotionEvent event)
{
            CGPoint location = CCDirector.sharedDirector().convertToGL(CGPoint.ccp(event.getX(), event.getY()));
            camera.storePositionAsPrevious(location);
            return true;
}

很好,不过我还是让它工作了

对于任何想知道这一点的人,我创建了一个名为CameraControl的类,它控制相机的基本功能。它还没有完成(我可能会在进行诸如缩放功能之类的更改时更新代码),但这一次允许我完美地跟踪触摸输入

import org.cocos2d.nodes.CCDirector;
import org.cocos2d.types.CGPoint;
import org.cocos2d.types.CGSize;

public class CameraControls {

CGSize winSize = CCDirector.sharedDirector().displaySize();
CGPoint CameraPos = CGPoint.ccp(winSize.width, winSize.height);
CGPoint previousLocation;
double minX;
double maxX;
double minY;
double maxY;

public CameraControls(World world)
{
    this.loadCamera(world);
}

public void setCameraLimit(float minX, float maxX, float minY, float maxY)
{
    this.minX = minX;
    this.maxX = maxX;
    this.minY = minY;
    this.maxY = maxY;
}

public void loadCamera(World world)
{
    float[] x = new float[1];
    float[] y = new float[1];
    float[] z = new float[1];
    world.getCamera().getCenter(x, y, z);
    CameraPos.x = x[0];
    CameraPos.y = y[0]; 
}

public void trackTouchMovement(CGPoint location, World world)
{
    if(previousLocation == null)
    {
        previousLocation = location;
    }
    CGPoint movement = CGPoint.ccpSub(previousLocation, location);
    previousLocation = location;
    float[] x1 = new float[1];
    float[] y1 = new float[1];
    float[] z1 = new float[1];
    world.getCamera().getEye(x1, y1, z1);
    CameraPos.x = CameraPos.x + movement.x;
    CameraPos.y = CameraPos.y + movement.y;

    try
    {
        if(CameraPos.x >= maxX || CameraPos.x <= minX || CameraPos.y >=  maxY || CameraPos.y <= minY)
        {
            CameraPos = CGPoint.ccpSub(CameraPos, movement);
        }
    }
    catch (NullPointerException e)
    {
        System.out.println("Invalid values for camera Limits. No Limits applied.");
    }

    world.getCamera().setCenter(CameraPos.x, CameraPos.y, 0);
    world.getCamera().setEye(CameraPos.x, CameraPos.y, z1[0]);
}

public void storePositionAsPrevious(CGPoint pos)
{
    previousLocation = pos;
}

public void resetPrevious()
{
    previousLocation = null;
}
}
在这种情况下,我希望我的相机可以看到的总面积是相机宽度的3倍,是相机高度的3倍,因此我将相机的限制设置为相机的负宽度、相机的宽度、相机的负高度和相机的高度,因为相机从(0,0)开始

最后,我只添加了必要的方法调用ccToucheSBegind、ccTouchesMoved和ccToucheSEnd

@Override
public boolean ccTouchesMoved(MotionEvent event)
        {
            CGPoint location = CCDirector.sharedDirector().convertToGL(CGPoint.ccp(event.getX(), event.getY()));
            camera.trackTouchMovement(location, this);
            return true;
        }
@Override
public boolean ccTouchesEnded(MotionEvent event)
{
            camera.resetPrevious();
            return true;
}
@Override
public boolean ccTouchesBegan(MotionEvent event)
{
            CGPoint location = CCDirector.sharedDirector().convertToGL(CGPoint.ccp(event.getX(), event.getY()));
            camera.storePositionAsPrevious(location);
            return true;
}

哦,我想我应该补充一下,previousLocation是我存储的一个CGPoint,这样我就可以计算出触摸位置的变化。Cocos2d-android不再有支持了。必须使用COCOS2D-X,交叉平台,使用JNI使用C++代码。更多信息。你要问的问题是在cocos2d-x内部的测试中解决,看一看。哦,我想我应该补充一下,以前的位置是我存储的CGPoint,这样我就可以计算出触摸位置的变化。cocos2d-android不再有支持了。必须使用COCOS2D-X,交叉平台,使用JNI使用C++代码。更多信息。您要问的问题是在cocos2d-x内部的测试中解决,请看一看。