cocos2d-iOS - 手势识别器 [英] cocos2d-iOS - Gesture recognisers
问题描述
有人设法在cocos-2d中进行手势识别工作吗?
Has anyone managed to get the gesture recognition working in cocos-2d?
我在这里阅读过一篇声称已经实现的帖子,其中: http://www.cocos2d-iphone.org/forum/topic/8929
I have read a post here that claimed to have achieved it, here: http://www.cocos2d-iphone.org/forum/topic/8929
我从git中心修补了这里: https://github.com/xemus / cocos2d-GestureRecognizers / blob / master / README
I patched from the git hub here: https://github.com/xemus/cocos2d-GestureRecognizers/blob/master/README
我创建了 CCSprite
是 CCNode
的子类:
-(id) initWithTexture:(CCTexture2D*)texture rect:(CGRect)rect {
if( (self=[super initWithTexture:texture rect:rect]) )
{
CCGestureRecognizer* recognizer;
recognizer = [CCGestureRecognizer
CCRecognizerWithRecognizerTargetAction:[[[UITapGestureRecognizer alloc]init] autorelease]
target:self
action:@selector(tap:node:)];
[self addGestureRecognizer:recognizer];
}
return self;
}
委托方法:
- (void) swipe:(UIGestureRecognizer*)recognizer node:(CCNode*)node
{
NSLog(@" I never get called :( ");
}
我的敲击事件永远不会被调用。
My tap event never gets called.
有人有这个工作吗?手动识别手势识别是否有困难?
Has anyone got this working? How difficult is it to do gesture recognition manually for swipe detection?
推荐答案
您需要将手势识别器附加到向上链的某些东西,不要将它们附加到各个节点上;将它们附加到UIView(即[[CCDirector sharedDirector] openGLView])。
You need to attach the gesture recognizer to something "up the chain". Don't attach them to the individual nodes; attach them to the UIView (i.e., [[CCDirector sharedDirector] openGLView]).
这是我做的:
- (UIPanGestureRecognizer *)watchForPan:(SEL)selector number:(int)tapsRequired {
UIPanGestureRecognizer *recognizer = [[[UIPanGestureRecognizer alloc] initWithTarget:self action:selector] autorelease];
recognizer.minimumNumberOfTouches = tapsRequired;
[[[CCDirector sharedDirector] openGLView] addGestureRecognizer:recognizer];
return recognizer;
}
- (void)unwatch:(UIGestureRecognizer *)gr {
[[[CCDirector sharedDirector] openGLView] removeGestureRecognizer:gr];
}
这个特定的代码用于场景控制器的超类,选择器硬编码为self,但你可以很容易地将其抽象为传入的对象。
This particular code is used in a superclass for scene controllers, so the target for the selector is hard-coded to "self", but you could easily abstract that to a passed-in object. Also, you could extrapolate the above to easily create gesture recognizers for taps, pinches, etc.
在控制器的子类中,我只需要这样做:
In the subclass for the controller, then, I just do this:
- (MyController *)init {
if ((self = [super init])) {
[self watchForPan:@selector(panning:) number:1];
}
return self;
}
- (void)panning:(UIPanGestureRecognizer *)recognizer {
CGPoint p;
CGPoint v;
switch( recognizer.state ) {
case UIGestureRecognizerStatePossible:
case UIGestureRecognizerStateBegan:
p = [recognizer locationInView:[CCDirector sharedDirector].openGLView];
(do something when the pan begins)
break;
case UIGestureRecognizerStateChanged:
p = [recognizer locationInView:[CCDirector sharedDirector].openGLView];
(do something while the pan is in progress)
break;
case UIGestureRecognizerStateFailed:
break;
case UIGestureRecognizerStateEnded:
case UIGestureRecognizerStateCancelled:
(do something when the pan ends)
(the below gets the velocity; good for letting player "fling" things)
v = [recognizer velocityInView:[CCDirector sharedDirector].openGLView];
break;
}
}
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