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详解iOS游戏开发中Cocos2D的坐标位置关系

  • 时间:2021-11-09 21:01 编辑: 来源: 阅读:
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摘要:详解iOS游戏开发中Cocos2D的坐标位置关系
接触Cocos2D有段时间了,今天特意研究了下Cocos2D坐标系中各种位置关系,anchor属性,CCNode坐标和地图坐标转换。     先看一段代码:
[u]复制代码[/u] 代码如下:
-(id) init  {      // always call "super" init      // Apple recommends to re-assign "self" with the "super" return value      if( (self=[super init])) {          CCTMXTiledMap *gameWorld = [CCTMXTiledMap tiledMapWithTMXFile:@"PositionText.tmx"];          [self addChild:gameWorld];          CGSize winSize = [[CCDirector sharedDirector] winSize];          CCLOG(@"gameWorld.mapSize.width:%.2f  gameWorld.mapSize.height:%.2f",gameWorld.mapSize.width, gameWorld.mapSize.height);          CCLOG(@"gameWorld.tileSize.width: %.2f  gameWorld.tileSize.height:%.2f", gameWorld.tileSize.width, gameWorld.tileSize.height);          CCLOG(@"winSize.width:%.2f  winSize.height:%.2f", winSize.width, winSize.height);                    CCSprite *pointSprite = [CCSprite spriteWithFile:@"point.png"];          [gameWorld addChild:pointSprite z:2 tag:1];          pointSprite.position = ccp(20,20);          pointSprite.anchorPoint = ccp(0.5, 0.5);                              CCSprite *rectSprite = [CCSprite spriteWithFile:@"myrect.png"];          [gameWorld addChild:rectSprite z:1 tag:1];          rectSprite.position = ccp(20,20);          rectSprite.anchorPoint = ccp(0.5, 0.5);           }      return self;  }
[b]1、加载地图: [/b]
[u]复制代码[/u] 代码如下:
CCTMXTiledMap *gameWorld = [CCTMXTiledMap tiledMapWithTMXFile:@"PositionText.tmx"]; 
[b]2、获取手机屏幕大小 [/b]
[u]复制代码[/u] 代码如下:
CGSize winSize = [[CCDirector sharedDirector] winSize]; 
[b]3、地图格子数: [/b]
[u]复制代码[/u] 代码如下:
gameWorld.mapSize (10,10)    
  [b]4、地图格子大小:[/b]
[u]复制代码[/u] 代码如下:
gameWorld.tileSize    (20,20)
  [b]5、整个地图大小: [/b]
[u]复制代码[/u] 代码如下:
     gameWorld.mapSize * gameWorld.tileSize;
     当然这里所说的是地图格子是个正方形,非正方形也容易啦。 [b]6、anchor属性[/b]      1) 添加一个精灵,这个精灵是个像素为1*1的红色图片,设置坐标为20,20,即在地图的第一个格子的右上角,设置anchorPoint为(0.5, 0.5)      2) 再添加一个精灵,这个精灵是个像素为20*20的蓝色图片,设置坐标为20,20,即在地图的第一个格子的右上角,同样设置anchorPoint为(0.5, 0.5)          运行效果是矩形精灵的中心和在点精灵的位置,即矩形精灵的锚点为第一个格子的右上角(20,20)坐标 处      去掉两个精灵的anchorPoint属性           运行效果和上面相同      设置rectSprite的anchorPoint为ccp(0,0)           运行效果是矩形精灵的左下角与点精灵重合。      设置rectSprite的anchorPoint为ccp(1,1)           运行效果是矩形精灵的右上角与点精灵重合。      同理设置ccp(0.5, 1) , ccp(1, 0.5)等      由上面可以得出:          1)anchorPoint属性默认为ccp(0.5, 0.5)          2)当设置(0,0)时是以左下角为锚点          3)当设置(1, 1)时是以右上角角为锚点          4)由此可以自己推论到底该把锚点设置在哪里     Cocos2D使用的是OpenGL坐标系     OpenGL坐标系:原点在左下角, X轴向右,Y轴向上     IPhone屏幕坐标系:原点在左上角,X轴向右,Y轴向下    很简单的判断方法:由于Cocos2D的坐标系的原点在左下角。所以精灵内部坐标原点也是左下角,即当anchorPoint为(0, 0)时即以左下角为锚点,为(1,1)时就以右上角为锚点,当然(0.5, 0.5)就是以精灵中心为锚点了。由此可以推算出-2,-3....    2, 3....   等值时精灵锚点坐标。 [b]7、坐标转换 [/b]
[u]复制代码[/u] 代码如下:
-(id) init  {      // always call "super" init      // Apple recommends to re-assign "self" with the "super" return value      if( (self=[super init])) {          CCTMXTiledMap *gameWorld = [CCTMXTiledMap tiledMapWithTMXFile:@"PositionText.tmx"];          [self addChild:gameWorld];          CGSize winSize = [[CCDirector sharedDirector] winSize];          CCLOG(@"gameWorld.mapSize.width:%.2f  gameWorld.mapSize.height:%.2f",gameWorld.mapSize.width, gameWorld.mapSize.height);          CCLOG(@"gameWorld.tileSize.width: %.2f  gameWorld.tileSize.height:%.2f", gameWorld.tileSize.width, gameWorld.tileSize.height);          CCLOG(@"winSize.width:%.2f  winSize.height:%.2f", winSize.width, winSize.height);                    CCSprite *pointSprite = [CCSprite spriteWithFile:@"point.png"];          [gameWorld addChild:pointSprite z:2 tag:1];          pointSprite.position = ccp(20,20);          //pointSprite.anchorPoint = ccp(0.5, 0.5);                              CCSprite *rectSprite = [CCSprite spriteWithFile:@"myrect.png"];          [gameWorld addChild:rectSprite z:1 tag:1];          rectSprite.position = ccp(40,40);          rectSprite.anchorPoint = ccp(2, 2);                     [self setIsTouchEnabled:YES];      }      return self;  }    - (void) registerWithTouchDispatcher {      [[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:INT_MIN + 1 swallowsTouches:YES];  }    - (BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {      CGPoint point = [touch locationInView: [touch view]];      CCLOG(@"Screen coordX: %.2f coordY: %.2f", point.x, point.y);            point = [[CCDirector sharedDirector] convertToGL: point];      CCLOG(@"OpenGL coordX: %.2f coordY: %.2f", point.x, point.y);        point = [self convertToNodeSpace: point];      CCLOG(@"CCNode1 coordX: %.2f coordY: %.2f", point.x, point.y);        point = [self convertTouchToNodeSpace: touch];      CCLOG(@"CCNode2 coordX: %.2f coordY: %.2f", point.x, point.y);                    point = [[CCDirector sharedDirector] convertToUI:point];          CCLOG(@"UIView coordX: %.2f coordY: %.2f", point.x, point.y);                   point = [rectSprite convertTouchToNodeSpaceAR:touch];          CCLOG(@"TouchAR coordX: %.2f coordY: %.2f", point.x, point.y);          return YES; CCNode  }    - (void) ccTouchMoved:(UITouch *)touch withEvent:(UIEvent*)event {        }    - (void) ccTouchEnded:(UITouch *)touch withEvent:(UIEvent*)event {        } 
     上面的代码添加了UIView的事件处理。由于屏幕和Cocos2D采用不同的坐标系,所以我们需要进行坐标转换。      1)首先获取屏幕坐标      2)将屏幕坐标转换为OpenGL的坐标      3)将OpenGL的坐标转换为Cocos2D的坐标。      从运行结果可以看出Node1和Node2打印出的坐标相同。因为Cocos2D给我们写了covertTouchToNodeSpace方法,可以看看它的源码:
[u]复制代码[/u] 代码如下:
- (CGPoint)convertTouchToNodeSpace:(UITouch *)touch  {      CGPoint point = [touch locationInView: [touch view]];      point = [[CCDirector sharedDirector] convertToGL: point];      return [self convertToNodeSpace:point];  }
     至于为什么OpenGL和Node1输出既然相同,为什么还要使用convertToNodeSpace,由于能力有限,希望大牛们能给告诉我答案。     UIView输出的是将Cocos2D坐标转换为屏幕即quartz坐标。    4) convertTouchToNodeSpaceAR是将触摸点转换为相对于rectSprite的坐标 [b]8、判断触摸点是否在制定的精灵上 [/b]
[u]复制代码[/u] 代码如下:
- (BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {      CGPoint point = [touch locationInView: [touch view]];      CCLOG(@"Screen coordX: %.2f coordY: %.2f", point.x, point.y);            point = [[CCDirector sharedDirector] convertToGL: point];      CCLOG(@"OpenGL coordX: %.2f coordY: %.2f", point.x, point.y);        point = [self convertToNodeSpace: point];      CCLOG(@"CCNode1 coordX: %.2f coordY: %.2f", point.x, point.y);        point = [self convertTouchToNodeSpace: touch];      CCLOG(@"CCNode2 coordX: %.2f coordY: %.2f", point.x, point.y);            //point = [[CCDirector sharedDirector] convertToUI:point];      //CCLOG(@"UIView coordX: %.2f coordY: %.2f", point.x, point.y);      CCLOG(@"%d", rectSprite.textureRect.size.width);            CGRect rect = [rectSprite textureRect];      rect = CGRectMake(0, 0, rect.size.width, rect.size.height);      CCLOG(@"orgX: %.2f  orgY: %.2f  width:%.2f  height: %.2f",rect.origin.x, rect.origin.y, rect.size.width, rect.size.height);            point = [rectSprite convertTouchToNodeSpaceAR:touch];      CCLOG(@"TouchAR coordX: %.2f coordY: %.2f", point.x, point.y);      if(CGRectContainsPoint(rect, point)) {          CCLOG(@"You touched in the rectSprite");      }      return YES;   } 
[b]9、获取触摸的是哪个tile,并改变该tile. [/b]
[u]复制代码[/u] 代码如下:
CCSprite *rectSprite;  CCTMXTiledMap *gameWorld;  int speed = 10;  -(id) init  {      // always call "super" init      // Apple recommends to re-assign "self" with the "super" return value      if( (self=[super init])) {          gameWorld = [CCTMXTiledMap tiledMapWithTMXFile:@"PositionText.tmx"];          [self addChild:gameWorld];          CGSize winSize = [[CCDirector sharedDirector] winSize];          CCLOG(@"gameWorld.mapSize.width:%.2f  gameWorld.mapSize.height:%.2f",gameWorld.mapSize.width, gameWorld.mapSize.height);          CCLOG(@"gameWorld.tileSize.width: %.2f  gameWorld.tileSize.height:%.2f", gameWorld.tileSize.width, gameWorld.tileSize.height);          CCLOG(@"winSize.width:%.2f  winSize.height:%.2f", winSize.width, winSize.height);                    CCSprite *pointSprite = [CCSprite spriteWithFile:@"point.png"];          [gameWorld addChild:pointSprite z:2 tag:1];          pointSprite.position = ccp(20,20);          pointSprite.anchorPoint = ccp(0.5, 0.5);                              rectSprite = [CCSprite spriteWithFile:@"myrect.png"];          [gameWorld addChild:rectSprite z:0 tag: 3];          rectSprite.position = ccp(40, 40);          rectSprite.anchorPoint = ccp(0, 0);                            [self setIsTouchEnabled:YES];      }      return self;  }    - (void) registerWithTouchDispatcher {      [[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:INT_MIN + 1 swallowsTouches:YES];  }    - (BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {      CGPoint point = [touch locationInView: [touch view]];      point = [self convertTouchToNodeSpace: touch];      CCLOG(@"CCNode2 coordX: %.2f coordY: %.2f", point.x, point.y);        CGPoint tilePos = [self tilePosition:point];      if(tilePos.x == -1 || tilePos.y == -1) return NO;      CCTMXLayer *ly = [gameWorld layerNamed:@"Layer 0"];      if([ly tileGIDAt:tilePos] != 3) {          [ly setTileGID:0 at: tilePos];      }      return YES;   }    - (void) ccTouchMoved:(UITouch *)touch withEvent:(UIEvent*)event {        }    - (void) ccTouchEnded:(UITouch *)touch withEvent:(UIEvent*)event {        }      - (CGPoint) tilePosition:(CGPoint)pos {      CGPoint point;      CCTMXLayer *ly = [gameWorld layerNamed:@"Layer 0"];      if(ly== nil) {          CCLOG(@"Error: Layer not found!");          return ccp(-1, -1);      }      CGSize layerSize = [ly layerSize];      CGSize tileSize = [gameWorld tileSize];      int x = pos.x / tileSize.width;      int y = layerSize.height - pos.y / tileSize.height;      if((x >= 0) && (x < layerSize.width) && (y >= 0) && (y < layerSize.height)) {          point = ccp(x, y);      } else {          point = ccp(-1, -1);      }      if(point.x < 0) return ccp(-1, -1);      if(point.y < 0) return ccp(-1, -1);      if(point.x >= layerSize.width) return ccp(-1, -1);      if(point.y >= layerSize.height) return ccp(-1, -1);      CCLOG(@"%d, %d", x, y);      return point;  } 
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