我正在使用 Cocos2d-android 游戏引擎开发 android 游戏应用程序,在我的游戏中有一个大炮,当玩家点击游戏层“射弹”时会开火,但根据我的要求,当点击大炮“射弹”的尖端时应该出来,这可以通过使用大炮的设置来完成,但是这里的大炮是可旋转的,所以在给出设置位置时卡住了。这是代码
public class GameL extends CCLayer{
protected LinkedList<CCSprite> _targets;
protected LinkedList<CCSprite> _projectiles;
protected int _projectilesDestroyed;
protected CCSprite _player;
protected CCSprite _nextProjectile;
public static CCScene scene()
{
CCScene scene = CCScene.node();
CCLayer layer = new GameL();
scene.addChild(layer);
return scene;
}
protected GameL()
{
this.setIsTouchEnabled(true);
_targets = new LinkedList<CCSprite>();
_projectiles = new LinkedList<CCSprite>();
_projectilesDestroyed = 0;
CCSprite background = CCSprite.sprite("bg.png");
background.setTag(1);
background.setAnchorPoint(0, 0);
addChild(background);
Context context = CCDirector.sharedDirector().getActivity();
CGSize winSize = CCDirector.sharedDirector().displaySize();
_player = CCSprite.sprite("gun2.png");
_player.setPosition(CGPoint.ccp(65,120));
// _player.setPosition(CGPoint.ccp(_player.getContentSize().width/2.0f, winSize.height/2.0f));
addChild(_player);
this.schedule("gameLogic", 1.0f);
this.schedule("update");
}
@Override
public boolean ccTouchesEnded(MotionEvent event)
{
// Choose one of the touches to work with
CGPoint location = CCDirector.sharedDirector().convertToGL(CGPoint.ccp(event.getX(), event.getY()));
// Set up initial location of projectile
CGSize winSize = CCDirector.sharedDirector().displaySize();
CCSprite _nextProjectile = CCSprite.sprite("firebl.png");
//_nextProjectile.setPosition(20, winSize.height / 2.0f);
_nextProjectile.setPosition(CGPoint.ccp(65, 120));
// Determine offset of location to projectile
int offX = (int)(location.x - _nextProjectile.getPosition().x);
int offY = (int)(location.y - _nextProjectile.getPosition().y);
// Bail out if we are shooting down or backwards
if (offX <= 0)
return true;
_nextProjectile.setTag(2);
// Determine where we wish to shoot the projectile to
int realX = (int)(winSize.width + (_nextProjectile.getContentSize().width / 2.0f));
float ratio = (float)offY / (float)offX;
int realY = (int)((realX * ratio) + _nextProjectile.getPosition().y);
CGPoint realDest = CGPoint.ccp(realX, realY);
// Determine the length of how far we're shooting
int offRealX = (int)(realX - _nextProjectile.getPosition().x);
int offRealY = (int)(realY - _nextProjectile.getPosition().y);
float length = FloatMath.sqrt((offRealX * offRealX) + (offRealY * offRealY));
float velocity = 480.0f / 1.0f; // 480 pixels / 1 sec
float realMoveDuration = length / velocity;
// Move projectile to actual endpoint
_nextProjectile.runAction(CCSequence.actions(
CCMoveTo.action(realMoveDuration, realDest),
CCCallFuncN.action(this, "spriteMoveFinished")));
// Determine angle to face
double angleRadians = Math.atan((double)offRealY / (double)offRealX);
double angleDegrees = Math.toDegrees(angleRadians);
double cocosAngle = -1 * angleDegrees;
double rotationSpeed = 0.5 / Math.PI;
double rotationDuration = Math.abs(angleRadians * rotationSpeed);
_player.runAction(CCSequence.actions(
CCRotateTo.action((float)rotationDuration, (float)cocosAngle),
CCCallFunc.action(this, "finishShoot")));
// Pew!
Context context = CCDirector.sharedDirector().getActivity();
SoundEngine.sharedEngine().playEffect(context, R.raw.pew_pew_lei);
return true;
}
public void finishShoot()
{
addChild(_nextProjectile);
_projectiles.add(_nextProjectile);
}
public void gameLogic(float dt)
{
addTarget();
}
public void update(float dt)
{
LinkedList<CCSprite> projectilesToDelete = new LinkedList<CCSprite>();
for (CCSprite projectile : _projectiles)
{
CGRect projectileRect = CGRect.make(projectile.getPosition().x - (projectile.getContentSize().width / 2.0f),
projectile.getPosition().y - (projectile.getContentSize().height / 2.0f),
projectile.getContentSize().width,
projectile.getContentSize().height);
LinkedList<CCSprite> targetsToDelete = new LinkedList<CCSprite>();
for (CCSprite target : _targets)
{
CGRect targetRect = CGRect.make(target.getPosition().x - (target.getContentSize().width),
target.getPosition().y - (target.getContentSize().height),
target.getContentSize().width,
target.getContentSize().height);
if (CGRect.intersects(projectileRect, targetRect))
targetsToDelete.add(target);
}
for (CCSprite target : targetsToDelete)
{
_targets.remove(target);
removeChild(target, true);
}
if (targetsToDelete.size() > 0)
projectilesToDelete.add(projectile);
}
for (CCSprite projectile : projectilesToDelete)
{
_projectiles.remove(projectile);
removeChild(projectile, true);
if (++_projectilesDestroyed > 30)
{
_projectilesDestroyed = 0;
CCDirector.sharedDirector().replaceScene(Gameoverlayer.scene("You Win!"));
}
}
}