问题
It appears no onTouch events are being called (put NSLog statements in to confirm) when my player is moved above or to the right of my map. Map is big enough, and you can still see the map slightly when I get to the top or right, as the layer shifts as intended, but when clicking any further then what's initially loaded on screen, no touch events are being fired and char is stuck. Any ideas?
- (void)setCenterOfScreen:(CGPoint) position {
CGSize screenSize = [[CCDirector sharedDirector] viewSize];
int x = MAX(position.x, screenSize.width/2);
int y = MAX(position.y, screenSize.height/2);
x = MIN(x, theMap.mapSize.width * theMap.tileSize.width - screenSize.width/2);
y = MIN(y, theMap.mapSize.height * theMap.tileSize.height - screenSize.height/2);
CGPoint goodPoint = ccp(x,y);
CGPoint centerOfScreen = ccp(screenSize.width/2, screenSize.height/2);
CGPoint difference = ccpSub(centerOfScreen, goodPoint);
self.position = difference;
}
-(void) touchEnded:(UITouch *)touch withEvent:(UIEvent *)event
{
CGPoint touchLoc = [touch locationInNode:self];
// NOT CALLED WHEN PLAYER REACHES TOP OR RIGHT OF MAP (INITIAL SCREEN LOAD PART OF MAP)
// When clicking any furhter or top on the map, no touch event is fired and character (sprite) doesn't move
NSLog(@"Touch fired");
CGPoint playerPos = mainChar.position;
CGPoint diff = ccpSub(touchLoc, playerPos);
// Move horizontal or vertical?
if (abs(diff.x) > abs(diff.y))
{
if (diff.x > 0)
{
playerPos.x += theMap.tileSize.width;
}
else
{
playerPos.x -= theMap.tileSize.width;
}
}
else
{
if (diff.y > 0)
{
playerPos.y += theMap.tileSize.height;
}
else
{
playerPos.y -= theMap.tileSize.height;
}
}
if (playerPos.x <= (theMap.mapSize.width * theMap.tileSize.width) &&
playerPos.y <= (theMap.mapSize.height * theMap.tileSize.height) &&
playerPos.y >= 0 &&
playerPos.x >= 0)
{
mainChar.position = playerPos;
}
[self setCenterOfScreen:mainChar.position];
}
回答1:
It is most likely your scene's content size. I believe you are moving the scene (CCScene) with the call to setCenterOfScreen as you move the player right? If I remember correctly the content size and bounding box for the scene doesn't change as you add children to it. If that is the case (or still the case) then you'll need to set the content size of the scene to the size of your entire level (map). You'll also want to ensure that the lower-left or your map aligns with the lower-left of the scene at (0,0) so that your scene's new bounding box encloses all of your map.
To check, after you've setup the scene CCLOG the scene's content size. If it is not the size of your map then you know that is the problem if you are indeed moving the scene with the call to setCenterOfScreen.
Another solution is to create a root content node that you add to the scene, then you add your game elements to that content node. That way the touch occurs on the scene but when you do the movements you move the content node, not the scene. For example:
@implementation YourScene
- (void)onEnter
{
[super onEnter];
self.contentNode = [CCNode node];
[self addChild:self.contentNode];
CCSprite* bg = ...;
CCSprite* player = ...;
[self.contentNode addChild:bg];
[self.contentNode addChild:player];
...
}
- (void)setCenterOfScreen:(CGPoint)position
{
CGSize screenSize = [[CCDirector sharedDirector] viewSize];
int x = MAX(position.x, screenSize.width/2);
int y = MAX(position.y, screenSize.height/2);
x = MIN(x, theMap.mapSize.width * theMap.tileSize.width - screenSize.width/2);
y = MIN(y, theMap.mapSize.height * theMap.tileSize.height - screenSize.height/2);
CGPoint goodPoint = ccp(x,y);
CGPoint centerOfScreen = ccp(screenSize.width/2, screenSize.height/2);
CGPoint difference = ccpSub(centerOfScreen, goodPoint);
self.contentNode.position = ccpAdd(self.contentNode.position, difference);
}
Hope this helps.
来源:https://stackoverflow.com/questions/24156092/ontouch-events-not-being-called-when-sprite-moves-off-initial-part-of-map