下面是我如何實現這一點,以防其他人試圖做到這一點。
spuButton.h(一CCSprite子類)
#import <Foundation/Foundation.h>
#import "cocos2d.h"
typedef enum tagButtonState {
kButtonStatePressed,
kButtonStateNotPressed
} ButtonState;
typedef enum tagButtonStatus {
kButtonStatusEnabled,
kButtonStatusDisabled
} ButtonStatus;
@interface spuButton : CCSprite <CCTargetedTouchDelegate> {
@private
ButtonState buttonState;
CCTexture2D *buttonNormal;
CCTexture2D *buttonLit;
ButtonStatus buttonStatus;
}
@property(nonatomic, readonly) CGRect rect;
+ (id)spuButtonWithTexture:(CCTexture2D *)normalTexture;
- (void)setNormalTexture:(CCTexture2D *)normalTexture;
- (void)setLitTexture:(CCTexture2D *)litTexture;
- (BOOL)isPressed;
- (BOOL)isNotPressed;
- (void)makeDisabled;
- (void)makeEnabled;
- (BOOL)isEnabled;
- (BOOL)isDisabled;
- (void)makeLit;
- (void)makeNormal;
- (void)dealloc;
@end
spuButton.m
#import "spuButton.h"
#import "cocos2d.h"
@implementation spuButton
- (CGRect)rect {
CGSize s = [self.texture contentSize];
return CGRectMake(-s.width/2, -s.height/2, s.width, s.height);
}
+ (id)spuButtonWithTexture:(CCTexture2D *)normalTexture {
return [[[self alloc] initWithTexture:normalTexture] autorelease];
}
- (void)setNormalTexture:(CCTexture2D *)normalTexture {
buttonNormal = normalTexture;
}
- (void)setLitTexture:(CCTexture2D *)litTexture {
buttonLit = litTexture;
}
- (BOOL)isPressed {
if (buttonState== kButtonStateNotPressed) return NO;
if (buttonState== kButtonStatePressed) return YES;
return NO;
}
- (BOOL)isNotPressed {
if (buttonState== kButtonStateNotPressed) return YES;
if (buttonState== kButtonStatePressed) return NO;
return YES;
}
- (void)makeDisabled {
buttonStatus = kButtonStatusDisabled;
buttonState= kButtonStateNotPressed;
[self makeNormal];
}
- (void)makeEnabled {
buttonStatus = kButtonStatusEnabled;
buttonState= kButtonStateNotPressed;
[self makeNormal];
}
- (BOOL)isEnabled {
if (buttonStatus== kButtonStatusDisabled) return NO;
if (buttonStatus== kButtonStatusEnabled) return YES;
return NO;
}
- (BOOL)isDisabled {
if (buttonStatus== kButtonStatusEnabled) return NO;
if (buttonStatus== kButtonStatusDisabled) return YES;
return YES;
}
- (void)makeLit {
[self setTexture:buttonLit];
}
- (void)makeNormal {
[self setTexture:buttonNormal];
}
- (id)initWithTexture:(CCTexture2D *)aTexture {
if ((self = [super initWithTexture:aTexture])) {
buttonState = kButtonStateNotPressed;
buttonStatus = kButtonStatusEnabled;
}
return self;
}
- (void)onEnter {
if (buttonStatus == kButtonStatusDisabled) return;
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:NO];
[super onEnter];
}
- (void)onExit {
if (buttonStatus == kButtonStatusDisabled) return;
[[CCTouchDispatcher sharedDispatcher] removeDelegate:self];
[super onExit];
}
- (BOOL)containsTouchLocation:(UITouch *)touch {
return CGRectContainsPoint(self.rect, [self convertTouchToNodeSpaceAR:touch]);
}
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
if (buttonStatus == kButtonStatusDisabled) return NO;
if (buttonState== kButtonStatePressed) return NO;
if (![self containsTouchLocation:touch]) return NO;
buttonState= kButtonStatePressed;
[self makeLit];
return YES;
}
- (void)ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event {
// If it weren't for the TouchDispatcher, you would need to keep a reference
// to the touch from touchBegan and check that the current touch is the same
// as that one.
// Actually, it would be even more complicated since in the Cocos dispatcher
// you get NSSets instead of 1 UITouch, so you'd need to loop through the set
// in each touchXXX method.
if (buttonStatus == kButtonStatusDisabled) return;
if ([self containsTouchLocation:touch]) return;
buttonState= kButtonStateNotPressed;
[self makeNormal];
}
- (void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event {
if (buttonStatus == kButtonStatusDisabled) return;
buttonState= kButtonStateNotPressed;
[self makeNormal];
}
- (void)dealloc {
[buttonNormal release];
[buttonLit release];
[super dealloc];
}
@end
HelloWorldScene.m中(只是我滴答:方法來讓我的其他功能,從混淆的例子)
-(void)tick:(ccTime)dt {
if ([[_otherControlsArray objectAtIndex:0] wasPressed]) {
[[_otherControlsArray objectAtIndex:0] setWasPressed:NO];
[self removeChild:[_otherControlsArray objectAtIndex:0] cleanup:YES];
[self addChild:[_otherControlsArray objectAtIndex:1]];
NSLog(@"Play");
_gameHasNotBeenPlayedYet = NO;
Snarfle_s_PowerUPAppDelegate *delegate = [[UIApplication sharedApplication] delegate];
[delegate makeNotPaused];
[self gameLogic];
}
if (_gameHasNotBeenPlayedYet) {
return;
}
if (_buttonsPressedAndReleased > 0) { //respond to button(s) released and reset
NSLog(@"Buttons Pressed and Released-->%d",_buttonsPressedAndReleased);
if ([self checkButtons:_buttonsPressedAndReleased]);
_buttonsPressed = 0;
_buttonsPressedAndReleased = 0;
return;
}
if (_buttonsPressed <= 4) { // two buttons have not already been pressed
for (spuButton *aButton in _fourButtonsArray) {
if ([aButton isNotPressed]) continue; //this button is not pressed
if (_buttonsPressed == 0) { //this button is pressed and no other buttons have been pressed
_buttonsPressed = aButton.tag;
continue;
}
//this button is pressed while another has been pressed
//figure out which two buttons have been pressed
if (_buttonsPressed == 1) { //red plus another
switch (aButton.tag) {
case 2: //blue
_buttonsPressed = 5;
[[_fourButtonsArray objectAtIndex:2] makeDisabled];
[[_fourButtonsArray objectAtIndex:3] makeDisabled];
break;
case 3: //green
_buttonsPressed = 6;
[[_fourButtonsArray objectAtIndex:1] makeDisabled];
[[_fourButtonsArray objectAtIndex:3] makeDisabled];
break;
case 4: //yellow
_buttonsPressed = 7;
[[_fourButtonsArray objectAtIndex:1] makeDisabled];
[[_fourButtonsArray objectAtIndex:2] makeDisabled];
break;
default:
_buttonsPressed = 1;
break;
}
}
if (_buttonsPressed == 2) { //blue plus another
switch (aButton.tag) {
case 1: //red
_buttonsPressed = 5;
[[_fourButtonsArray objectAtIndex:2] makeDisabled];
[[_fourButtonsArray objectAtIndex:3] makeDisabled];
break;
case 3: //green
_buttonsPressed = 8;
[[_fourButtonsArray objectAtIndex:0] makeDisabled];
[[_fourButtonsArray objectAtIndex:3] makeDisabled];
break;
case 4: //yellow
_buttonsPressed = 9;
[[_fourButtonsArray objectAtIndex:0] makeDisabled];
[[_fourButtonsArray objectAtIndex:2] makeDisabled];
break;
default:
_buttonsPressed = 2;
break;
}
}
if (_buttonsPressed == 3) { //green plus another
switch (aButton.tag) {
case 1: //red
_buttonsPressed = 6;
[[_fourButtonsArray objectAtIndex:1] makeDisabled];
[[_fourButtonsArray objectAtIndex:3] makeDisabled];
break;
case 2: //blue
_buttonsPressed = 8;
[[_fourButtonsArray objectAtIndex:0] makeDisabled];
[[_fourButtonsArray objectAtIndex:3] makeDisabled];
break;
case 4: //yellow
_buttonsPressed = 10;
[[_fourButtonsArray objectAtIndex:0] makeDisabled];
[[_fourButtonsArray objectAtIndex:1] makeDisabled];
break;
default:
_buttonsPressed = 3;
break;
}
}
if (_buttonsPressed == 4) { //yellow plus another
switch (aButton.tag) {
case 1: //red
_buttonsPressed = 7;
[[_fourButtonsArray objectAtIndex:1] makeDisabled];
[[_fourButtonsArray objectAtIndex:2] makeDisabled];
break;
case 2: //blue
_buttonsPressed = 9;
[[_fourButtonsArray objectAtIndex:0] makeDisabled];
[[_fourButtonsArray objectAtIndex:2] makeDisabled];
break;
case 3: //green
_buttonsPressed = 10;
[[_fourButtonsArray objectAtIndex:0] makeDisabled];
[[_fourButtonsArray objectAtIndex:1] makeDisabled];
break;
default:
_buttonsPressed = 4;
break;
}
}
if (_buttonsPressed > 4) break; //more than one has been pressed and identified
}
}
//now we know what buttons have been pressed now check to see if they have been released
//if more than one has been pressed disable the other two
//also if more than one has been pressed and one of them gets released disable the released one but keep it lit
switch (_buttonsPressed) {
case 1: //red
if ([[_fourButtonsArray objectAtIndex:0] isNotPressed]) _buttonsPressedAndReleased = 1;
break;
case 2: //blue
if ([[_fourButtonsArray objectAtIndex:1] isNotPressed]) _buttonsPressedAndReleased = 2;
break;
case 3: //green
if ([[_fourButtonsArray objectAtIndex:2] isNotPressed]) _buttonsPressedAndReleased = 3;
break;
case 4: //yellow
if ([[_fourButtonsArray objectAtIndex:3] isNotPressed]) _buttonsPressedAndReleased = 4;
break;
case 5: //red & blue
if (([[_fourButtonsArray objectAtIndex:0] isNotPressed]) && ([[_fourButtonsArray objectAtIndex:1] isNotPressed])) _buttonsPressedAndReleased = 5;
else {
if ([[_fourButtonsArray objectAtIndex:0] isNotPressed]) {
[[_fourButtonsArray objectAtIndex:0] makeDisabled];
[[_fourButtonsArray objectAtIndex:0] makeLit];
}
if ([[_fourButtonsArray objectAtIndex:1] isNotPressed]) {
[[_fourButtonsArray objectAtIndex:1] makeDisabled];
[[_fourButtonsArray objectAtIndex:1] makeLit];
}
}
break;
case 6: //red & green
if (([[_fourButtonsArray objectAtIndex:0] isNotPressed]) && ([[_fourButtonsArray objectAtIndex:2] isNotPressed])) _buttonsPressedAndReleased = 6;
else {
if ([[_fourButtonsArray objectAtIndex:0] isNotPressed]) {
[[_fourButtonsArray objectAtIndex:0] makeDisabled];
[[_fourButtonsArray objectAtIndex:0] makeLit];
}
if ([[_fourButtonsArray objectAtIndex:2] isNotPressed]) {
[[_fourButtonsArray objectAtIndex:2] makeDisabled];
[[_fourButtonsArray objectAtIndex:2] makeLit];
}
}
break;
case 7: //red & yellow
if (([[_fourButtonsArray objectAtIndex:0] isNotPressed]) && ([[_fourButtonsArray objectAtIndex:3] isNotPressed])) _buttonsPressedAndReleased = 7;
else {
if ([[_fourButtonsArray objectAtIndex:0] isNotPressed]) {
[[_fourButtonsArray objectAtIndex:0] makeDisabled];
[[_fourButtonsArray objectAtIndex:0] makeLit];
}
if ([[_fourButtonsArray objectAtIndex:3] isNotPressed]) {
[[_fourButtonsArray objectAtIndex:3] makeDisabled];
[[_fourButtonsArray objectAtIndex:3] makeLit];
}
}
break;
case 8: //blue & green
if (([[_fourButtonsArray objectAtIndex:1] isNotPressed]) && ([[_fourButtonsArray objectAtIndex:2] isNotPressed])) _buttonsPressedAndReleased = 8;
else {
if ([[_fourButtonsArray objectAtIndex:1] isNotPressed]) {
[[_fourButtonsArray objectAtIndex:1] makeDisabled];
[[_fourButtonsArray objectAtIndex:1] makeLit];
}
if ([[_fourButtonsArray objectAtIndex:2] isNotPressed]) {
[[_fourButtonsArray objectAtIndex:2] makeDisabled];
[[_fourButtonsArray objectAtIndex:2] makeLit];
}
}
break;
case 9: //blue & yellow
if (([[_fourButtonsArray objectAtIndex:1] isNotPressed]) && ([[_fourButtonsArray objectAtIndex:3] isNotPressed])) _buttonsPressedAndReleased = 9;
else {
if ([[_fourButtonsArray objectAtIndex:1] isNotPressed]) {
[[_fourButtonsArray objectAtIndex:1] makeDisabled];
[[_fourButtonsArray objectAtIndex:1] makeLit];
}
if ([[_fourButtonsArray objectAtIndex:3] isNotPressed]) {
[[_fourButtonsArray objectAtIndex:3] makeDisabled];
[[_fourButtonsArray objectAtIndex:3] makeLit];
}
}
break;
case 10: //green & yellow
if (([[_fourButtonsArray objectAtIndex:2] isNotPressed]) && ([[_fourButtonsArray objectAtIndex:3] isNotPressed])) _buttonsPressedAndReleased = 10;
else {
if ([[_fourButtonsArray objectAtIndex:2] isNotPressed]) {
[[_fourButtonsArray objectAtIndex:2] makeDisabled];
[[_fourButtonsArray objectAtIndex:2] makeLit];
}
if ([[_fourButtonsArray objectAtIndex:3] isNotPressed]) {
[[_fourButtonsArray objectAtIndex:3] makeDisabled];
[[_fourButtonsArray objectAtIndex:3] makeLit];
}
}
break;
default:
_buttonsPressedAndReleased = 0;
break;
}
}
沒有人有什麼想法嗎?如果可以的話請幫忙。 – Mark7777G 2010-10-30 16:44:14
對不起,我在這裏有點忙。我也可以推薦你嘗試複製並粘貼到gamedev.stackexchange.com這個問題?它會得到更多的遊戲意見:)道歉。 – 2010-11-04 09:31:54
也試過了,謝謝。 – Mark7777G 2010-11-08 01:10:32