在cocos2d中如何实现触摸哈希码并在以后引用它?

发布于 2024-10-01 01:52:16 字数 4965 浏览 5 评论 0原文

如何实现触摸哈希码并在以后引用它?我读过有关“哈希”代码的内容,但我不明白如何使用它。我想知道我的两个精灵何时被同时触摸,就像在钢琴的两个琴键上按下和弦一样。

以下是我的 ccTouchesBegan: 的示例:

- (void) ccTouchesBegan:(NSSet*)touches withEvent:(UIEvent*)event {

  NSSet *allTouches = [event allTouches];
  int validTouchCount = 0;
  for (UITouch* touch in allTouches) {

    BOOL touchIsValid = FALSE;

    CGPoint location = [touch locationInView: [touch view]];
    CGPoint convertedLocation = [[CCDirector sharedDirector] convertToGL:location];

    if (CGRectContainsPoint(_fourButtonsRect, convertedLocation)) {
        NSLog(@"Touch is within four buttons");
        touchIsValid = TRUE;
    }


    _playerDidAction = 0;
    NSLog(@"before the loop");
    if (touchIsValid) {

        validTouchCount++;
        NSLog(@"Within ValidTouches loop");
        CGPoint validLocation = [touch locationInView: [touch view]];
        CGPoint convertedValidLocation = [[CCDirector sharedDirector] convertToGL:validLocation];

        if (CGRectContainsPoint(_redButtonSprite.boundingBox, convertedValidLocation)) {
            _redButtonStatus = TRUE;
            [_redButtonSprite setTexture:_redButtonLit];
            if (validTouchCount == 1) {
                _playerDidAction = 1;
            }
        }
            else if (CGRectContainsPoint(_blueButtonSprite.boundingBox, convertedValidLocation)) {  
                _blueButtonStatus = TRUE;
                [_blueButtonSprite setTexture:_blueButtonLit];
                if (validTouchCount == 1) {
                    _playerDidAction = 2;
                }
            }
                else if (CGRectContainsPoint(_greenButtonSprite.boundingBox, convertedValidLocation)) { 
                    _greenButtonStatus = TRUE;
                    [_greenButtonSprite setTexture:_greenButtonLit];
                    if (validTouchCount == 1) {
                        _playerDidAction = 3;
                    }
                }
                    else if (CGRectContainsPoint(_yellowButtonSprite.boundingBox, convertedValidLocation)) {    
                        _yellowButtonStatus = TRUE;
                        [_yellowButtonSprite setTexture:_yellowButtonLit];
                        if (validTouchCount == 1) {
                            _playerDidAction = 4;
                        }
                    }

        if (validTouchCount > 1) {

            if (_redButtonStatus && _blueButtonStatus) {
                _comboRB = TRUE;
                _playerDidAction = 5;
            }
                else if (_redButtonStatus && _greenButtonStatus) {
                    _comboRG = TRUE;
                    _playerDidAction = 6;
                }
                    else if (_redButtonStatus && _yellowButtonStatus) {
                        _comboRY = TRUE;
                        _playerDidAction = 7;
                    }
                        else if (_blueButtonStatus && _greenButtonStatus) {
                            _comboBG = TRUE;
                            _playerDidAction = 8;
                        }
                            else if (_blueButtonStatus && _yellowButtonStatus) {
                                _comboBY = TRUE;
                                _playerDidAction = 9;
                            }
                                else if (_greenButtonStatus && _yellowButtonStatus) {
                                    _comboGY = TRUE;
                                    _playerDidAction = 10;
                                }

        }
    }
  }
}

这是我的 ccTouchesEnded: 的开头:

- (void)ccTouchesEnded:(NSSet*)touches withEvent:(UIEvent*)event {

    for (UITouch *touch in touches) {


        CGPoint location = [touch locationInView: [touch view]];
        CGPoint convertedLocation = [[CCDirector sharedDirector] convertToGL:location];     
        if (CGRectContainsPoint(_redButtonSprite.boundingBox, convertedLocation)) { 
            _redButtonStatus = FALSE;
            [_redButtonSprite setTexture:_redButtonNormal];
        }
        if (CGRectContainsPoint(_blueButtonSprite.boundingBox, convertedLocation)) {    
            _blueButtonStatus = FALSE;
            [_blueButtonSprite setTexture:_blueButtonNormal];
        }
        if (CGRectContainsPoint(_greenButtonSprite.boundingBox, convertedLocation)) {   
            _greenButtonStatus = FALSE;
            [_greenButtonSprite setTexture:_greenButtonNormal];
        }
        if (CGRectContainsPoint(_yellowButtonSprite.boundingBox, convertedLocation)) {  
            _yellowButtonStatus = FALSE;
            [_yellowButtonSprite setTexture:_yellowButtonNormal];
        }


    }
}

您能否给我一个示例,说明如何捕获在精灵上开始并在精灵上结束的触摸?我一直在努力,无法让哈希代码工作 - 只是不明白如何使用哈希代码来引用稍后的触摸。我想我想做的东西会被称为哈希跟踪器?

我确信有一种更简单的方法可以使用哈希码和更少的状态变量来完成此操作。我没有用其他状态变量效果来充实 ccTouchesEnded 方法,因为我希望找到一种更简单的方法(我知道我仍然需要制作 ccTouchesMoved 和 Canceled 方法)。

任何建议将不胜感激!

How do you implement a touch hash code and reference it later? I have read about a "hash" code, but I don't understand how to use it. I want to know when two of my Sprites are touched at the same time, like as if pressing a chord on two keys of a piano.

Here is an example of what I have for my ccTouchesBegan:

- (void) ccTouchesBegan:(NSSet*)touches withEvent:(UIEvent*)event {

  NSSet *allTouches = [event allTouches];
  int validTouchCount = 0;
  for (UITouch* touch in allTouches) {

    BOOL touchIsValid = FALSE;

    CGPoint location = [touch locationInView: [touch view]];
    CGPoint convertedLocation = [[CCDirector sharedDirector] convertToGL:location];

    if (CGRectContainsPoint(_fourButtonsRect, convertedLocation)) {
        NSLog(@"Touch is within four buttons");
        touchIsValid = TRUE;
    }


    _playerDidAction = 0;
    NSLog(@"before the loop");
    if (touchIsValid) {

        validTouchCount++;
        NSLog(@"Within ValidTouches loop");
        CGPoint validLocation = [touch locationInView: [touch view]];
        CGPoint convertedValidLocation = [[CCDirector sharedDirector] convertToGL:validLocation];

        if (CGRectContainsPoint(_redButtonSprite.boundingBox, convertedValidLocation)) {
            _redButtonStatus = TRUE;
            [_redButtonSprite setTexture:_redButtonLit];
            if (validTouchCount == 1) {
                _playerDidAction = 1;
            }
        }
            else if (CGRectContainsPoint(_blueButtonSprite.boundingBox, convertedValidLocation)) {  
                _blueButtonStatus = TRUE;
                [_blueButtonSprite setTexture:_blueButtonLit];
                if (validTouchCount == 1) {
                    _playerDidAction = 2;
                }
            }
                else if (CGRectContainsPoint(_greenButtonSprite.boundingBox, convertedValidLocation)) { 
                    _greenButtonStatus = TRUE;
                    [_greenButtonSprite setTexture:_greenButtonLit];
                    if (validTouchCount == 1) {
                        _playerDidAction = 3;
                    }
                }
                    else if (CGRectContainsPoint(_yellowButtonSprite.boundingBox, convertedValidLocation)) {    
                        _yellowButtonStatus = TRUE;
                        [_yellowButtonSprite setTexture:_yellowButtonLit];
                        if (validTouchCount == 1) {
                            _playerDidAction = 4;
                        }
                    }

        if (validTouchCount > 1) {

            if (_redButtonStatus && _blueButtonStatus) {
                _comboRB = TRUE;
                _playerDidAction = 5;
            }
                else if (_redButtonStatus && _greenButtonStatus) {
                    _comboRG = TRUE;
                    _playerDidAction = 6;
                }
                    else if (_redButtonStatus && _yellowButtonStatus) {
                        _comboRY = TRUE;
                        _playerDidAction = 7;
                    }
                        else if (_blueButtonStatus && _greenButtonStatus) {
                            _comboBG = TRUE;
                            _playerDidAction = 8;
                        }
                            else if (_blueButtonStatus && _yellowButtonStatus) {
                                _comboBY = TRUE;
                                _playerDidAction = 9;
                            }
                                else if (_greenButtonStatus && _yellowButtonStatus) {
                                    _comboGY = TRUE;
                                    _playerDidAction = 10;
                                }

        }
    }
  }
}

And here is the beginning of my ccTouchesEnded:

- (void)ccTouchesEnded:(NSSet*)touches withEvent:(UIEvent*)event {

    for (UITouch *touch in touches) {


        CGPoint location = [touch locationInView: [touch view]];
        CGPoint convertedLocation = [[CCDirector sharedDirector] convertToGL:location];     
        if (CGRectContainsPoint(_redButtonSprite.boundingBox, convertedLocation)) { 
            _redButtonStatus = FALSE;
            [_redButtonSprite setTexture:_redButtonNormal];
        }
        if (CGRectContainsPoint(_blueButtonSprite.boundingBox, convertedLocation)) {    
            _blueButtonStatus = FALSE;
            [_blueButtonSprite setTexture:_blueButtonNormal];
        }
        if (CGRectContainsPoint(_greenButtonSprite.boundingBox, convertedLocation)) {   
            _greenButtonStatus = FALSE;
            [_greenButtonSprite setTexture:_greenButtonNormal];
        }
        if (CGRectContainsPoint(_yellowButtonSprite.boundingBox, convertedLocation)) {  
            _yellowButtonStatus = FALSE;
            [_yellowButtonSprite setTexture:_yellowButtonNormal];
        }


    }
}

Could you maybe give me an example of how you would capture touches that began on a sprite and ended on a sprite? I have been struggling and can't get the hash code to work - just not understanding how the hash code can be used to reference a touch later. I guess what I'm trying to make would be called a hash tracker?

I am sure there is a much less convoluted way to do it using the hash codes and less state variables. I haven't fleshed out the ccTouchesEnded method with the other state variable effects because I was hoping to find a simpler way (I know I still need to make the ccTouchesMoved and Canceled methods too).

Any advise would be very appreciated!

如果你对这篇内容有疑问,欢迎到本站社区发帖提问 参与讨论,获取更多帮助,或者扫码二维码加入 Web 技术交流群。

扫码二维码加入Web技术交流群

发布评论

需要 登录 才能够评论, 你可以免费 注册 一个本站的账号。

评论(2

回忆那么伤 2024-10-08 01:52:16

[touch hash] 返回唯一标识触摸的哈希代码。使用它,您可以通过多个事件(即向下、移动和向上)跟踪特定触摸,以区分多个触摸。

例如,当您收到“向下”事件时,记录每次触摸的哈希值及其关联的精灵。然后,在后续的移动和向上事件中,使用这些事件的哈希值来查找每个事件引用的精灵。

示例:我有两次触摸,(1,1)触摸精灵“A”和(2,2)触摸精灵“B”。下一个事件告诉我有两个触摸被拖动到 (3,3) 和 (4,4)。

问题是,“A”被拖到(3,3)而“B”被拖到(4,4)还是反之亦然?如果您记录了原始触摸的 bash 并与精灵一起记录它们,则触摸的 bash 可以将您带回其相应的精灵。

[touch hash] returns a hash code uniquely identifying the touch. Using it, you can track a specific touch through multiple events (ie Down, Move and Up) to distinqush multiple touches.

So for example, when you get the "down" event, record the hash for each touch with the sprite it is associated with. Then on the subsequent move and up events, use the hashed of these events to find which sprite each refers to.

Example: I got two touches, (1,1) touched sprite "A" and (2,2) touched sprite "B". The next event tells me I have two touches that were dragged to (3,3) and (4,4).

The question is, did "A" get dragged to (3,3) and "B" to (4,4) or visa-versa? If you recorded the bashes for the original touches and recorded them with the sprites, the bashes for the new touches can point you back to their corresponding sprites.

演多会厌 2024-10-08 01:52:16

这是我实现这个的方法[我没有使用哈希代码,因为我无法让它工作],以防其他人尝试这样做(我将其限制为 2 个按钮组合,但我可以轻松地将逻辑扩展到3 和 4 按钮组合)。我选择使用 ccTouchBegan/Ended/Moved 单独处理每个触摸,而不是使用 ccTouchesBegan/Ended/Moved,因为我无法让它与哈希代码一起使用。任何替代想法都将受到欢迎。

spuButton.h(CCSprite 子类)

#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(只是我的勾选:防止其他函数混淆示例的方法)

-(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;
 }
}

Here is how I implemented this [I DID NOT USE A HASH CODE because I could not get it to work] in case anyone else is trying to do this (I have limited it to 2-button combos but I could easily extend the logic to 3 & 4-button combos as well). I chose to handle each touch individually using the ccTouchBegan/Ended/Moved instead of using the ccTouchesBegan/Ended/Moved because I just couldn't get it to work with the hash code. Any alternative ideas would be welcome.

spuButton.h (a CCSprite Subclass)

#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 (Just my tick: method to keep my other functions from confusing the example)

-(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;
 }
}
~没有更多了~
我们使用 Cookies 和其他技术来定制您的体验包括您的登录状态等。通过阅读我们的 隐私政策 了解更多相关信息。 单击 接受 或继续使用网站,即表示您同意使用 Cookies 和您的相关数据。
原文