mirror of https://github.com/axmolengine/axmol.git
84 lines
2.0 KiB
C++
84 lines
2.0 KiB
C++
#include "Paddle.h"
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Paddle::Paddle(void)
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{
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}
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Paddle::~Paddle(void)
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{
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}
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CGRect Paddle::rect()
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{
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CGSize s = getTexture()->getContentSize();
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return CGRectMake(-s.width / 2, -s.height / 2, s.width, s.height);
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}
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Paddle* Paddle::paddleWithTexture(CCTexture2D* aTexture)
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{
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Paddle* pPaddle = new Paddle();
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pPaddle->initWithTexture( aTexture );
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pPaddle->autorelease();
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return pPaddle;
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}
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bool Paddle::initWithTexture(CCTexture2D* aTexture)
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{
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if( __super::initWithTexture(aTexture) )
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{
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m_state = kPaddleStateUngrabbed;
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}
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return TRUE;
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}
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void Paddle::onEnter()
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{
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CCTouchDispatcher::getSharedDispatcher()->addTargetedDelegate(this, 0, true);
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__super::onEnter();
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}
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void Paddle::onExit()
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{
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CCTouchDispatcher::getSharedDispatcher()->removeDelegate(this);
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__super::onExit();
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}
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bool Paddle::containsTouchLocation(CCTouch* touch)
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{
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return CGRect::CGRectContainsPoint(rect(), convertTouchToNodeSpaceAR(touch));
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}
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bool Paddle::ccTouchBegan(CCTouch* touch, UIEvent* event)
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{
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if (m_state != kPaddleStateUngrabbed) return false;
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if ( !containsTouchLocation(touch) ) return false;
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m_state = kPaddleStateGrabbed;
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return true;
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}
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void Paddle::ccTouchMoved(CCTouch* touch, UIEvent* event)
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{
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// If it weren't for the TouchDispatcher, you would need to keep a reference
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// to the touch from touchBegan and check that the current touch is the same
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// as that one.
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// Actually, it would be even more complicated since in the Cocos dispatcher
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// you get NSSets instead of 1 UITouch, so you'd need to loop through the set
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// in each touchXXX method.
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NSAssert(m_state == kPaddleStateGrabbed, L"Paddle - Unexpected state!");
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CGPoint touchPoint = touch->locationInView( touch->view() );
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touchPoint = CCDirector::getSharedDirector()->convertToGL( touchPoint );
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setPosition( CGPointMake(touchPoint.x, getPosition().y) );
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}
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void Paddle::ccTouchEnded(CCTouch* touch, UIEvent* event)
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{
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NSAssert(m_state == kPaddleStateGrabbed, L"Paddle - Unexpected state!");
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m_state = kPaddleStateUngrabbed;
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}
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