#include "Paddle.h" Paddle::Paddle(void) { } Paddle::~Paddle(void) { } Rect Paddle::rect() { Size s = getTexture()->getContentSize(); return CCRectMake(-s.width / 2, -s.height / 2, s.width, s.height); } Paddle* Paddle::paddleWithTexture(Texture2D* aTexture) { Paddle* pPaddle = new Paddle(); pPaddle->initWithTexture( aTexture ); pPaddle->autorelease(); return pPaddle; } bool Paddle::initWithTexture(Texture2D* aTexture) { if( Sprite::initWithTexture(aTexture) ) { _state = kPaddleStateUngrabbed; } return true; } void Paddle::onEnter() { Director* pDirector = Director::sharedDirector(); pDirector->getTouchDispatcher()->addTargetedDelegate(this, 0, true); Sprite::onEnter(); } void Paddle::onExit() { Director* pDirector = Director::sharedDirector(); pDirector->getTouchDispatcher()->removeDelegate(this); Sprite::onExit(); } bool Paddle::containsTouchLocation(Touch* touch) { return rect().containsPoint(convertTouchToNodeSpaceAR(touch)); } bool Paddle::ccTouchBegan(Touch* touch, Event* event) { if (_state != kPaddleStateUngrabbed) return false; if ( !containsTouchLocation(touch) ) return false; _state = kPaddleStateGrabbed; return true; } void Paddle::ccTouchMoved(Touch* touch, Event* 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 Sets instead of 1 UITouch, so you'd need to loop through the set // in each touchXXX method. CCAssert(_state == kPaddleStateGrabbed, "Paddle - Unexpected state!"); Point touchPoint = touch->getLocation(); setPosition( ccp(touchPoint.x, getPosition().y) ); } Object* Paddle::copyWithZone(Zone *pZone) { this->retain(); return this; } void Paddle::ccTouchEnded(Touch* touch, Event* event) { CCAssert(_state == kPaddleStateGrabbed, "Paddle - Unexpected state!"); _state = kPaddleStateUngrabbed; } void Paddle::touchDelegateRetain() { this->retain(); } void Paddle::touchDelegateRelease() { this->release(); }