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这里是源

问题是我的射弹的开始和结束位置都偏离了。我已经知道了NSLog所有的内容,CGPoints并且从我可以看到输入的点CCSequence是正确的。但从我在屏幕上看到的情况来看,情况有所不同。

我认为错误的一个重要线索是,如果创建一个新的 CCSprite 并像我使用射弹一样使用它,那么路径就会起作用。

这里是游戏关卡层的addProjectile方法(GameLevels:Level1Layer)

-(void)addProjectile:(Projectiles*)projectile
{
    NSLog(@"projectile position %@",NSStringFromCGPoint(projectile.position));
    NSLog(@"wizard position %@",NSStringFromCGPoint(self.wizardHero.position));
    NSLog(@"wizard position worldspace %@",NSStringFromCGPoint([self convertToWorldSpace:self.wizardHero.position]));
    NSLog(@"destination position %@",NSStringFromCGPoint(projectile.destination.position));

    [self addChild:projectile];

    // Determine where we wish to shoot the projectile to
    int realX;

    CGPoint diff = ccpSub(projectile.destination.position,projectile.position);
    if (diff.x > 0)
    {
        realX = (self.tileMap.mapSize.width * self.tileMap.tileSize.width) +
        (projectile.contentSize.width/2);
    } else {
        realX = -(self.tileMap.mapSize.width * self.tileMap.tileSize.width) -
        (projectile.contentSize.width/2);
    }
    float ratio = (float) diff.y / (float) diff.x;
    int realY = ((realX - projectile.position.x) * ratio) + projectile.position.y;
    CGPoint realDest = ccp(realX, realY);

    // Determine the length of how far we're shooting
    int offRealX = realX - projectile.position.x;
    int offRealY = realY - projectile.position.y;
    float length = sqrtf((offRealX*offRealX) + (offRealY*offRealY));
    float velocity = 280/1; // 280pixels/1sec
    float realMoveDuration = length/velocity;

    // Move projectile to actual endpoint
    id actionMoveDone = [CCCallFuncN actionWithTarget:self
                                             selector:@selector(projectileMoveFinished:)];
    [projectile runAction:
     [CCSequence actionOne:
      [CCMoveTo actionWithDuration: realMoveDuration
                          position: realDest]
                       two: actionMoveDone]];

    [self.projectiles addObject:projectile];
}

这些NSLog语句的输出将是(仅供参考:射弹是从添加的self.wizardHero,因此这是它的起始位置;目的地是self.redEnemy):

2013-03-27 10:41:57.295 GridWars[13025:c07] 弹丸位置 {105, 178}

2013-03-27 10:41:57.296 GridWars[13025:c07] 向导位置 {105, 178}

2013-03-27 10:41:57.297 GridWars[13025:c07] 向导位置世界空间 {105, 178}

2013-03-27 10:41:57.298 GridWars[13025:c07] 目标位置 {299, 174}

2013-03-27 11:34:46.608 GridWars[13344:c07] realDest {650, 166}

2013-03-27 11:34:46.608 GridWars[13344:c07] 长度 545.132080

2013-03-27 11:34:46.610 GridWars[13344:c07] realMoveDuration 1.946900

我意识到,对于超级类,我很难说出发生了什么(有点为什么我包含了源代码)。基本上虽然我有三个主要的超类,它们是从CCNode

Projectiles : CCNode
        sprite : CCSprite
        destination : GameCharacters
        damage : int


GameLevels : CCNode
        hud : HudLayer
        tileMap : CCTMXTiledMap
        enemies : NSMutablArray
        projectiles : NSMutablArray

GameCharacters : CCNode
        hp : int
        juice : int
        sprite : CCSprite
        selectedTargets : NSMutablArray
        hostLayer : GameLevels

那么实际实现这些的三个类

        BasicProjectile : Projectiles
        Level1Layer : GameLevels
        WizardHero : GameCharacter
        RedEnemy : GameCharacter

尽管问题略有发展,但我已将其发布在cocos2d 论坛上并获得了一些帮助,这使我达到了这一点(看到弹丸,但路径错误而不是根本看不到它们)。但是已经有几天了,所以希望得到更多帮助。

GameProjectiles:CCNode

#import "CCNode.h"

//forward declaration because we just need to hold a reference
@class GameCharacters;

@interface GameProjectiles : CCNode

@property(nonatomic, strong) CCSprite * sprite;
@property(nonatomic,strong) GameCharacters * destination;
@property(nonatomic) int damage;
-(id)initWithDestination:(GameCharacters*)Destination;
-(CGSize)contentSize;

@end


#import "GameProjectiles.h"

@implementation GameProjectiles

-(id)initWithDestination:(GameCharacters*)Destination
{

    if (self = [super init]) {
        _damage = 0;
        _destination = Destination;
    }
    return self;
}

-(CGSize)contentSize{
    return self.sprite.contentSize;
}

-(void)setPosition:(CGPoint)position
{
    [super setPosition:position];
    self.sprite.position = position;
}
@end

基本弹丸

#import "GameProjectiles.h"

@interface BasicProjectile : GameProjectiles

@end


#import "BasicProjectile.h"

@implementation BasicProjectile

-(id)initWithDestination:(GameCharacters*)Destination
{
    if (self = [super init]) {
        self.damage = 25;
        self.sprite = [CCSprite spriteWithFile:@"Projectile.png"];
        [self addChild:self.sprite z:1000 ];
        self.destination = Destination;
    }
    return self;
}

@end
4

1 回答 1

1

由于您的射弹和目标位于单独的 CCNode 内,因此它们的边界框返回它们在其父级内的位置,而不是在实际的屏幕坐标中(在您的情况下您想要)。

要转换 pos 你可以这样做

    CGPoint targetPos = [basicProjectile.destination.sprite.parent convertToWorldSpace:basicProjectile.destination.sprite.position];
    NSLog(@"targetPos  %@",NSStringFromCGPoint(targetPos));
    CGRect targetRect = [self boundingRectForSprite:basicProjectile.destination.sprite andPos:targetPos];

    CGPoint projectilePos = [basicProjectile.sprite.parent convertToWorldSpace:basicProjectile.sprite.position];
    NSLog(@"projectilePos  %@",NSStringFromCGPoint(projectilePos));
    CGRect projectileRect = [self boundingRectForSprite:basicProjectile.destination.sprite andPos:projectilePos];

boundingRectForSprite方法使用精灵边界框和位置,然后计算最终的矩形取锚点(0.5,0.5)。

现在targetRectprojectileRect是实际的屏幕坐标。

于 2013-03-28T15:36:37.253 回答