Cocos2D学习笔记中UIAccelerometer加速计案例实现是本文要介绍的内容,主要是来了解UIAccelerometer加速计的实现。UIAccelerometer加速计是用来检测iphone手机在x.y.z轴三个轴上的加速度。要获得此类调用。
- UIAccelerometer *accelerometer = [UIAccelerometer sharedAccelerometer];
同时,你需要设置它的delegate。
- UIAccelerometer *accelerometer = [UIAccelerometer sharedAccelerometer];
- accelerometer.delegate = self;
- accelerometer.updateInterval = 1.0/60.0;
委托方法:- (void) accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration中的UIAcceleration是表示加速度类。包含了来自加速计UIAccelerometer的真是数据。它有3个属性的值x、y、z。iphone的加速计支持最高以每秒100次的频率进行轮询。此时是60次。
(1) 应用程序可以通过加速计来检测摇动,如:用户可以通过摇动iphone擦除绘图。
也可以用户连续摇动几次iphone,执行一些特殊的代码:
- - (void) accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration
- {
- static NSInteger shakeCount = 0;
- static NSDate *shakeStart;
- NSDate *now = [[NSDate alloc] init];
- NSDate *checkDate = [[NSDate alloc] initWithTimeInterval:1.5f sinceDate:shakeStart];
- if ([now compare:checkDate] == NSOrderedDescending || shakeStart == nil)
- {
- shakeCount = 0;
- [shakeStart release];
- shakeStart = [[NSDate alloc] init];
- }
- [now release];
- [checkDate release];
- if (fabsf(acceleration.x) > 2.0 || fabsf(acceleration.y) > 2.0 || fabsf(acceleration.z) > 2.0)
- {
- shakeCount++;
- if (shakeCount > 4)
- {
- // -- DO Something
- shakeCount = 0;
- [shakeStart release];
- shakeStart = [[NSDate alloc] init];
- }
- }
- }
(2) 加速计最常见的是用作游戏控制器。在游戏中使用加速计控制对象的移动!在简单情况下,可能只需获取一个轴的值,乘上某个数(灵敏度),然后添加到所控制对象的坐标系中。在复杂的游戏中,因为所建立的物理模型更加真实,所以必须根据加速计返回的值调整所控制对象的速度。
在cocos2d中接收加速计输入input.使其平滑运动,一般不会去直接改变对象的position.通过:
- - (void) accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration
- {
- // -- controls how quickly velocity decelerates(lower = quicker to change direction)
- float deceleration = 0.4;
- // -- determins how sensitive the accelerometer reacts(higher = more sensitive)
- float sensitivity = 6.0;
- // -- how fast the velocity can be at most
- float maxVelocity = 100;
- // adjust velocity based on current accelerometer acceleration
- playerVelocityplayerVelocity.x = playerVelocity.x * deceleration + acceleration.x * sensitivity;
- // -- we must limit the maximum velocity of the player sprite, in both directions
- if (playerVelocity.x > maxVelocity)
- {
- playerVelocity.x = maxVelocity;
- }
- else if (playerVelocity.x < - maxVelocity)
- {
- playerVelocity.x = - maxVelocity;
- }
- }
上面deceleration是减速的比率,sensitivity是灵敏度。maxVelocity是最大速度,如果不限制则一直加大就很难停下来。
- playerVelocityplayerVelocity.x = playerVelocity.x * deceleration + acceleration.x * sensitivity;
中 playervelocity是一个速度向量。是累积的。
- - (void) update: (ccTime)delta
- {
- // -- keep adding up the playerVelocity to the player's position
- CGPoint pos = player.position;
- pos.x += playerVelocity.x;
- // -- The player should also be stopped from going outside the screen
- CGSize screenSize = [[CCDirector sharedDirector] winSize];
- float imageWidthHalved = [player texture].contentSize.width * 0.5f;
- float leftBorderLimit = imageWidthHalved;
- float rightBorderLimit = screenSize.width - imageWidthHalved;
- // -- preventing the player sprite from moving outside the screen
- if (pos.x < leftBorderLimit)
- {
- pos.x = leftBorderLimit;
- playerVelocity = CGPointZero;
- }
- else if (pos.x > rightBorderLimit)
- {
- pos.x = rightBorderLimit;
- playerVelocity = CGPointZero;
- }
- // assigning the modified position back
- player.position = pos;
- }
小结:Cocos2D学习笔记中UIAccelerometer加速计案例实现的内容介绍完了,希望通过本文的学习能对你有所帮助!