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  • cocos2dx中的坐标体系

    1.UI坐标系和GL坐标系

    2.本地坐标与世界坐标

    本地坐标是一个相对坐标,是相对于父节点或者你指明的某个节点的相对位置来说的,本地坐标的原点在参考节点的左下角

    世界坐标是一个绝对的坐标,是以屏幕的左下角为坐标原点,与GL坐标是重合的.

    3.Ui坐标与GL坐标和Node坐标

    UI坐标是以UI坐标系来计算的,又叫屏幕坐标,y轴向下,在某些游戏中需要使用到屏幕坐标与GL坐标的转换

    GL坐标即世界坐标,是一个绝对的坐标,y轴向上

    Node坐标即节点坐标,又叫本地坐标,是一个相对的坐标,是以父节点,或者参考节点的左下角为原点来计算的

    4.相关的转换函数:

    CCDirector::sharedDirector()->convertToUI();//转换为屏幕坐标
    CCDirector::sharedDirector()->convertToGL();//转换为世界坐标

    convertToNodeSpace();//转换为本地坐标,又叫节点坐标
    convertToWorldSpace();//转换为世界坐标,又叫GL坐标

    5.代码处理:

    .h文件

    #ifndef __T05Coordinate_H__
    #define __T05Coordinate_H__
    
    #include "cocos2d.h"
    USING_NS_CC;
    
    class T05Coordinate :public CCLayer
    {
    public:
        static CCScene * scene();
        CREATE_FUNC(T05Coordinate);
        bool init();
    
        /*触摸事件处理函数*/
        virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
    
    };
    
    #endif

    .cpp文件

    #include "T05Coordinate.h"
    
    /*创建场景*/
    CCScene *T05Coordinate::scene()
    {
        CCScene * scene = CCScene::create();
        T05Coordinate * layer = T05Coordinate::create();
        scene->addChild(layer);
        return scene;
    }
    
    bool T05Coordinate::init()
    {
        CCLayer::init();
        setTouchEnabled(true);  //打开触摸开关
        setTouchMode(kCCTouchesOneByOne); //设置单点触摸
    
        /*创建一个空精灵作为背景*/
        CCSprite *big = CCSprite::create();
        /*设置颜色*/
        big->setColor(ccRED);
        big->setAnchorPoint(ccp(0, 0));
        /*设置纹理大小*/
        big->setTextureRect(CCRectMake(0, 0, 150, 150));
        big->setPosition(ccp(100, 100));
        addChild(big);
    
        CCSprite *little = CCSprite::create();
        little->setColor(ccYELLOW);
        little->setAnchorPoint(ccp(0, 0));
        little->setTextureRect(CCRectMake(0, 0, 50, 50));
        little->setPosition(ccp(100, 100));//即以父类对象为基准,设置到ccp(100,100)的位置
        big->addChild(little);
    
        /*打印UI坐标,又叫本地坐标,这是相对于它的父类对象而言的,是一个相对坐标*/
        CCLog("little x = %f ,y = %f", little->getPositionX(), little->getPositionY());
    
        /*父类将子类对象,转换为世界坐标*/
        CCPoint toWorld = big->convertToWorldSpace(little->getPosition());
    
        CCLog("toWorld x = %f ,y = %f", toWorld.x, toWorld.y);
    
        CCSprite *little2 = CCSprite::create();
        little2->setColor(ccGREEN);
        little2->setAnchorPoint(ccp(0, 0));
        little2->setTextureRect(CCRectMake(0, 0, 50, 50));
        little2->setPosition(ccp(0, 0));
        addChild(little2);//它的父类对象时CCLayer,因此它的位置是相对于整个屏幕来说的.
    
        /*父类将子类对象转换为本地坐标,又叫节点坐标*/
        CCPoint toNode = big->convertToNodeSpace(little2->getPosition());/*相对于big对象来说,little2相当于在ccp(-100,-100)*/
        CCLog("little2 x = %f ,y = %f", little2->getPositionX(), little2->getPositionY());
        CCLog("toNode x = %f ,y = %f", toNode.x, toNode.y);
    
        /*创建一个移动的动作,by表示是绝对位移*/
        CCMoveBy *by = CCMoveBy::create(2, ccp(200, 0));
        CCMoveBy *by2 = (CCMoveBy *)by->reverse();//掉头,反向反转
        /*根据动作,创建一个动作序列*/
        CCSequence *seq = CCSequence::create(by, by2, NULL);
        /*精灵执行动作*/
        //big->runAction(CCRepeatForever::create(seq));
    
        CCMoveBy *lby = CCMoveBy::create(2, ccp(0, -100));//向下运动
        CCMoveBy *lby2 = (CCMoveBy *)lby->reverse();
        /*变参函数以NULL结尾*/
        CCSequence *lseq = CCSequence::create(lby, lby2, NULL);
    
        //little->runAction(CCRepeatForever::create(lseq));
    
        return true;
    }
    
    /*触摸事件的处理函数*/
    bool T05Coordinate::ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent)
    {
        CCLog("ccTouchBegan");
        /*getlocation只有在触摸事件里,其他均是getposition*/
        CCPoint pGl = pTouch->getLocation();//获得世界坐标,又叫GL坐标
        CCLog("GL:x = %f ,y = %f", pGl.x, pGl.y);
    
        CCPoint pUi = pTouch->getLocationInView();//获得UI坐标,UI坐标又叫屏幕坐标系,在坦克大战中可以用到转换
        CCLog("UI:x = %f ,y = %f", pUi.x, pUi.y);
    
        CCPoint toUi = CCDirector::sharedDirector()->convertToUI(pGl);//将世界坐标转换为Ui坐标
        CCLog("ToUix = %f ,y = %f", toUi.x, toUi.y);
    
        CCPoint toGl = CCDirector::sharedDirector()->convertToGL(pUi);//将Ui坐标转换为世界坐标
        CCLog("ToGlx = %f ,y = %f", toGl.x, toGl.y);
    
        CCPoint node = this->convertToNodeSpace(pGl);//将Gl坐标转换为节点坐标,又叫本地坐标
        CCLog("Node:x = %f ,y = %f", node.x, node.y);
    
    
        return false;
    }
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  • 原文地址:https://www.cnblogs.com/ttss/p/4075835.html
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