#include "Paddle.h" Paddle::Paddle(void) { } Paddle::~Paddle(void) { } CGRect Paddle::rect() { CGSize s = getTexture()->getContentSize(); return CGRectMake(-s.width / 2, -s.height / 2, s.width, s.height); } Paddle* Paddle::paddleWithTexture(CCTexture2D* aTexture) { Paddle* pPaddle = new Paddle(); pPaddle->initWithTexture( aTexture ); pPaddle->autorelease(); return pPaddle; } bool Paddle::initWithTexture(CCTexture2D* aTexture) { if( CCSprite::initWithTexture(aTexture) ) { m_state = kPaddleStateUngrabbed; } return TRUE; } void Paddle::onEnter() { CCTouchDispatcher::getSharedDispatcher()->addTargetedDelegate(this, 0, true); CCSprite::onEnter(); } void Paddle::onExit() { CCTouchDispatcher::getSharedDispatcher()->removeDelegate(this); CCSprite::onExit(); } bool Paddle::containsTouchLocation(CCTouch* touch) { return CGRect::CGRectContainsPoint(rect(), convertTouchToNodeSpaceAR(touch)); } bool Paddle::ccTouchBegan(CCTouch* touch, UIEvent* event) { if (m_state != kPaddleStateUngrabbed) return false; if ( !containsTouchLocation(touch) ) return false; m_state = kPaddleStateGrabbed; return true; } void Paddle::ccTouchMoved(CCTouch* touch, 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. NSAssert(m_state == kPaddleStateGrabbed, L"Paddle - Unexpected state!"); CGPoint touchPoint = touch->locationInView( touch->view() ); touchPoint = CCDirector::getSharedDirector()->convertToGL( touchPoint ); setPosition( CGPointMake(touchPoint.x, getPosition().y) ); } void Paddle::ccTouchEnded(CCTouch* touch, UIEvent* event) { NSAssert(m_state == kPaddleStateGrabbed, L"Paddle - Unexpected state!"); m_state = kPaddleStateUngrabbed; }