触摸问题建议
大家好,我的代码有问题。 我有 6 个从底部到顶部移动的精灵。可以触摸 3 个精灵。当我触摸该精灵计数器时,该精灵计数器将创建+1并且该精灵将被删除。 我面临的问题是,当我选择该精灵时,计数器会增加到 1,但如果我在半秒内选择该精灵两次,计数器会增加到 2。 我可以在第一次触摸时看到精灵消失,但为什么一旦它消失它仍然可以检测到精灵边界框(如果在半秒内单击)。
我该如何解决这个问题? 我正在使用 cocos2d
P.S 如果我在半秒后选择精灵没有问题。
//other code
CGPoint gridu2 =ccp(80,-45);
CGPoint gridu3 =ccp(80,-130);
CGPoint gridu4 =ccp(80,-215);
CGPoint gridu7 =ccp(240,-45);
CGPoint gridu8 =ccp(240,-130);
CGPoint gridu9 =ccp(240,-215);
//left grid up
id actionMoveUp2 = [CCMoveTo actionWithDuration:7 position:ccp(80,winSize.height + 215)];
id actionMoveUp3 = [CCMoveTo actionWithDuration:7 position:ccp(80,winSize.height + 130)];
id actionMoveUp4 = [CCMoveTo actionWithDuration:7 position:ccp(80,winSize.height + 45)];
//right grid down
id actionMoveDown7 = [CCMoveTo actionWithDuration:7 position:ccp(240,winSize.height +255)];
id actionMoveDown8 = [CCMoveTo actionWithDuration:7 position:ccp(240,winSize.height +170)];
id actionMoveDown9 = [CCMoveTo actionWithDuration:7 position:ccp(240,winSize.height +85)];
correctColor1.position=gridu2;
correctColor2.position=gridu3;
correctColor3.position=gridu9;
random4.position=gridu4;
random5.position=gridu7;
random6.position=gridu8;
[correctColor1 runAction:actionMoveUp2];
[correctColor2 runAction:actionMoveUp3];
[correctColor3 runAction:actionMoveDown9];
[random4 runAction:actionMoveUp4];
[random5 runAction:actionMoveDown7];
[random6 runAction:actionMoveDown8];
[self addChild:correctColor1 z:10 tag:1];
[self addChild:correctColor2 z:10 tag:2];
[self addChild:correctColor3 z:10 tag:3];
[self addChild:random4 z:1 tag:14];
[self addChild:random5 z:1 tag:15];
[self addChild:random6 z:1 tag:16];
-(void)addToScore:(int)number
{
score=score+number;
[scoreLabel setString:[NSString stringWithFormat:@"%d",score]];
}
-(void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
CGSize winSize =[[CCDirector sharedDirector] winSize];
UITouch* myTouch = [touches anyObject];
CGPoint location = [myTouch locationInView: [myTouch view]];
location = [[CCDirector sharedDirector]convertToGL:location];
// to remove touched sprite
int totalNumberOfItems=3;
for (int y=1; y < totalNumberOfItems; y++){
CCSprite *temp = (CCSprite*)[self getChildByTag:y];
CGRect correctColor = [temp boundingBox];
if (CGRectContainsPoint(correctColor, location)) {
NSLog(@"touched");
[self removeChild:temp cleanup:YES ];
[self addToScore:1];
return;
}
}
Hi guys i have a issue with my code.
I have 6 sprites that moves from bottom and to the top. 3 of the sprites can be touched. When i touch that sprite counter will increate +1 and that sprite will be removed.
The problem I'm facing is that when i select that sprite the counter increase to 1, but if i select that sprite twice within half secs, counter increase to 2.
i can see on the first touch the sprite disappear, but why once it disappears it can still detect that sprite bounding box(if click within half sec).
How can i solve this problem?
I'm using cocos2d
P.S if i select the sprite after half sec no problem.
//other code
CGPoint gridu2 =ccp(80,-45);
CGPoint gridu3 =ccp(80,-130);
CGPoint gridu4 =ccp(80,-215);
CGPoint gridu7 =ccp(240,-45);
CGPoint gridu8 =ccp(240,-130);
CGPoint gridu9 =ccp(240,-215);
//left grid up
id actionMoveUp2 = [CCMoveTo actionWithDuration:7 position:ccp(80,winSize.height + 215)];
id actionMoveUp3 = [CCMoveTo actionWithDuration:7 position:ccp(80,winSize.height + 130)];
id actionMoveUp4 = [CCMoveTo actionWithDuration:7 position:ccp(80,winSize.height + 45)];
//right grid down
id actionMoveDown7 = [CCMoveTo actionWithDuration:7 position:ccp(240,winSize.height +255)];
id actionMoveDown8 = [CCMoveTo actionWithDuration:7 position:ccp(240,winSize.height +170)];
id actionMoveDown9 = [CCMoveTo actionWithDuration:7 position:ccp(240,winSize.height +85)];
correctColor1.position=gridu2;
correctColor2.position=gridu3;
correctColor3.position=gridu9;
random4.position=gridu4;
random5.position=gridu7;
random6.position=gridu8;
[correctColor1 runAction:actionMoveUp2];
[correctColor2 runAction:actionMoveUp3];
[correctColor3 runAction:actionMoveDown9];
[random4 runAction:actionMoveUp4];
[random5 runAction:actionMoveDown7];
[random6 runAction:actionMoveDown8];
[self addChild:correctColor1 z:10 tag:1];
[self addChild:correctColor2 z:10 tag:2];
[self addChild:correctColor3 z:10 tag:3];
[self addChild:random4 z:1 tag:14];
[self addChild:random5 z:1 tag:15];
[self addChild:random6 z:1 tag:16];
-(void)addToScore:(int)number
{
score=score+number;
[scoreLabel setString:[NSString stringWithFormat:@"%d",score]];
}
-(void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
CGSize winSize =[[CCDirector sharedDirector] winSize];
UITouch* myTouch = [touches anyObject];
CGPoint location = [myTouch locationInView: [myTouch view]];
location = [[CCDirector sharedDirector]convertToGL:location];
// to remove touched sprite
int totalNumberOfItems=3;
for (int y=1; y < totalNumberOfItems; y++){
CCSprite *temp = (CCSprite*)[self getChildByTag:y];
CGRect correctColor = [temp boundingBox];
if (CGRectContainsPoint(correctColor, location)) {
NSLog(@"touched");
[self removeChild:temp cleanup:YES ];
[self addToScore:1];
return;
}
}
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。
绑定邮箱获取回复消息
由于您还没有绑定你的真实邮箱,如果其他用户或者作者回复了您的评论,将不能在第一时间通知您!
发布评论
评论(2)
我认为你需要实现一个 ccTouchEnded 函数,以便你可以检测触摸已经结束并避免重复触摸。
I think what you need to implement a ccTouchEnded function so that you can detect the touch has ended and avoid the duplicate touches.
您可以尝试以下几件事。尝试将
[self removeChild:temp cleanup:YES]
放入ccTouchesEnded:
方法中。我不确定这是否有效。您可以做的另一件事是禁用触摸半秒钟。调用
[self setIsTouchEnabled:NO]
,然后在ccTouchesEnded:
延迟后将其设置为yes希望这有帮助
There are a couple of things you could try. Try putting the
[self removeChild:temp cleanup:YES]
in theccTouchesEnded:
method. Im not sure that would work.Another thing you could do is disable touch for half a second. Call
[self setIsTouchEnabled:NO]
and then set it to yes after a delay inccTouchesEnded:
Hope this helps