我正在使用 CCNode userData 属性来定义被触摸的精灵是否已经在其上构建了一个节点(使用Ray Wenderlich 的 - 塔防教程)。
我遇到的问题是,对于我接触和构建的每个新精灵位置,以前的位置都不会保留,因为我无法使用我的销售方法出售建立在它上面的建筑物。
将数据保存到通过触摸选择并通过 for 循环由属性定义的单个 CCSprite 的最佳方法是什么?
我已经读过子类化 CCSprite 是一种选择,或者为 userData 创建一个结构等。我试图实现这些策略,但未能成功让它们工作。
具有 sprite 属性的 touch 方法:
-(void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
for(UITouch *touch in touches){
CGPoint location = [touch locationInView:[touch view]];
location = [[CCDirector sharedDirector] convertToGL:location];
for(CCSprite *tb in self.BuildPositions){
//BuildPositions contains CCSprites from a class defining build positions and contained in a mutable array.
if(CGRectContainsPoint([tb textureRect],[tb convertToNodeSpace:location ])){
_selectedBuildPosition = tb;
[self buildMenuTapped];
}
}
}
}
构建菜单方法:
-(void)buildMenuTapped{
[self removeChild:_buildSelectMenu cleanup:YES];
[self removeChild:_sellBuildingMenu cleanup:YES];
if (_selectedBuildPosition.userData == nil) {
CCMenuItem *buildOption = [CCMenuItemImage itemWithNormalImage:@"building.png" selectedImage:@"building.png" target:self selector: @selector(buildOption)];
buildOption.position = ccpAdd(_selectedBuildPosition.position,ccp(0,40));
_buildSelectMenu = [CCMenu menuWithItems:BuildOption, nil];
_buildSelectMenu.position = CGPointZero;
[self addChild:_buildSelectMenu z:100];
}else{
[self sellBuildingMenu];
}
}
建立在方法上:
-(void)buildOption{
if([self canBuyBuilding] && !_selectedBuildPosition.userData){
_playerEssence -= kBUILD_COST;
_lvl1BuildNodeInstance = [lvl1BuildNode nodeWithTheGame:self location:_selectedBuildPosition.position];
//method as seen in RW tutorial. Generates a lvl1BuildNode class node within the HelloWorldLayer.
_selectedBuildPosition.userData = (__bridge void*)(_lvl1BuildNodeInstance);
}
}
销售菜单方法:
-(void)sellBuildingMenu{
[self removeChild:_buildSelectMenu cleanup:YES];
[self removeChild:_sellBuildingMenu cleanup:YES];
CCMenuItem *buildingSell = [CCMenuItemImage itemWithNormalImage:@"sell.png" selectedImage:@"sell.png" target:self selector:@selector(sellBuilding)];
buildingSell.position = ccpAdd(_selectedBuildPosition.position,ccp(40,0));
_sellBuildingMenu = [CCMenu menuWithItems:buildingSell, nil];
_sellBuildingMenu.position = CGPointZero;
[self addChild:_sellBuildingMenu z:100];
}
销售方式:
-(void)sellBuilding{
if (_selectedBuildPosition.userData == (__bridge void*)(_lvl1BuildNodeInstance)){
[self removeChild:_lvl1GemNodeInstance cleanup:YES];
[_buildings removeObject:_lvl1BuildNodeInstance];
_playerEssence += kBUILD_COST;
_selectedBuildPosition.userData = nil;
}else{
}
}
感谢您的时间。