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2012年6月18日 星期一

Cocos2d 2.0 Multi Touch Detection for CCSprite


In order to detect multi touch for CCSprite in Cocos2d 2.0, you must implement CCStandardTouchDelegate.

Implement CCStandardTouchDelegate

@interface mySprite : CCSprite <CCStandardTouchDelegate>

Add Standard Delegation

[[[CCDirector sharedDirector] touchDispatcher] addStandardDelegate:self priority:0];

Remove Delegation

[[[CCDirector sharedDirector] touchDispatcher] removeDelegate:self];

Detect Touched or Not

-(BOOL)touched:(UITouch *)touch {
    CGPoint touchPoint = [touch locationInView:[touch view]];
    touchPoint = [[CCDirector sharedDirector] convertToGL:touchPoint];
    CGRect rect = [self boundingBox];
    if (CGRectContainsPoint(rect, touchPoint)) {
        return YES;
    } 
    return NO;
}

NSSet *allTouches = [event allTouches];
for (UITouch *touch in allTouches) {
    isTouched = [self touched:touch];
    if (isTouched) {
        // Your actions
    }
}

sample code for mySprite.h

#import "cocos2d.h"



@interface mySprite : CCSprite <CCSyandardTouchDelegate>
@end

sample code for mySprite.c


#import "mySprite.h"


@implementation mySprite
-(void)onEnter {
[[[CCDirector sharedDirector] touchDispatcher] addStandardDelegate:self priority:0];
    [super onEnter];
}


-(void)onExit {
[[[CCDirector sharedDirector] touchDispatcher] removeDelegate:self];
    [super onExit];
}


-(void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
    NSSet *allTouches = [event allTouches];
    for (UITouch *touch in allTouches) {
        isTouched = [self touched:touch];
        if (isTouched) {
            id enlarge = [CCScaleTo actionWithDuration:0.5f scale:1.1f];
            id resize = [CCScaleTo actionWithDuration:0.5f scale:1];
            [self runAction:[CCSequence actions:enlarge, resize, nil]];
        }
    }
}


-(BOOL)touched:(UITouch *)touch {
    CGPoint touchPoint = [touch locationInView:[touch view]];
    touchPoint = [[CCDirector sharedDirector] convertToGL:touchPoint];
    CGRect rect = [self boundingBox];
    if (CGRectContainsPoint(rect, touchPoint)) {
        return YES;
    } 
    return NO;
}
@end

Cocos2d 2.0 Single Touch Detection for CCSprite

In order to detect single touch for CCSprite in Cocos2d 2.0, you must implement CCTargetedTouchDelegate.

Implement CCTargetedTouchDelegate

@interface mySprite : CCSprite <CCTargetedTouchDelegate>

Add Target Delegation

[[[CCDirector sharedDirector] touchDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:YES];

Remove Delegation

[[[CCDirector sharedDirector] touchDispatcher] removeDelegate:self];

Detect Touched or Not

CGPoint touchPoint = [touch locationInView:[touch view]];
touchPoint = [[CCDirector sharedDirector] convertToGL:touchPoint];
CGRect rect = [self boundingBox];
if (CGRectContainsPoint(rect, touchPoint)) {
    return YES;

return NO;

sample code for mySprite.h

#import "cocos2d.h"



@interface mySprite : CCSprite <CCTargetedTouchDelegate>
@end

sample code for mySprite.c


#import "mySprite.h"


@implementation mySprite
-(void)onEnter {
    [[[CCDirector sharedDirector] touchDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:YES];
    [super onEnter];
}


-(void)onExit {
    [[[CCDirector sharedDirector] touchDispatcher] removeDelegate:self];
    [super onExit];
}


-(BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
    BOOL isTouched = [self touched:touch];
    if (isTouched) {
        [self stopAllActions];
        id enlarge = [CCScaleTo actionWithDuration:0.5f scale:1.1f];
        id resize = [CCScaleTo actionWithDuration:0.5f scale:1];
        [self runAction:[CCSequence actions:enlarge, resize, nil]];
    }
    return isTouched;
}


-(BOOL)touched:(UITouch *)touch {
    CGPoint touchPoint = [touch locationInView:[touch view]];
    touchPoint = [[CCDirector sharedDirector] convertToGL:touchPoint];
    CGRect rect = [self boundingBox];
    if (CGRectContainsPoint(rect, touchPoint)) {
        return YES;
    } 
    return NO;
}
@end