I'm Developing android game app using Cocos2d-android game engine, in my game there is a cannon, when the player taps on the gamelayer "projectile" fires out, but according to my requirements when tapped on the tip of cannon "projectile" should come out, this can be done by using setposition of the cannon but here the cannons are rotatable, so got stuck up in giving the setposition. Here's the code
public class GameL extends CCLayer{
protected LinkedList<CCSprite> _targets;
protected LinkedList<CCSprite> _projectiles;
protected int _projectilesDestroyed;
protected CCSprite _player;
protected CCSprite _nextProjectile;
public static CCScene scene()
{
CCScene scene = CCScene.node();
CCLayer layer = new GameL();
scene.addChild(layer);
return scene;
}
protected GameL()
{
this.setIsTouchEnabled(true);
_targets = new LinkedList<CCSprite>();
_projectiles = new LinkedList<CCSprite>();
_projectilesDestroyed = 0;
CCSprite background = CCSprite.sprite("bg.png");
background.setTag(1);
background.setAnchorPoint(0, 0);
addChild(background);
Context context = CCDirector.sharedDirector().getActivity();
CGSize winSize = CCDirector.sharedDirector().displaySize();
_player = CCSprite.sprite("gun2.png");
_player.setPosition(CGPoint.ccp(65,120));
// _player.setPosition(CGPoint.ccp(_player.getContentSize().width/2.0f, winSize.height/2.0f));
addChild(_player);
this.schedule("gameLogic", 1.0f);
this.schedule("update");
}
@Override
public boolean ccTouchesEnded(MotionEvent event)
{
// Choose one of the touches to work with
CGPoint location = CCDirector.sharedDirector().convertToGL(CGPoint.ccp(event.getX(), event.getY()));
// Set up initial location of projectile
CGSize winSize = CCDirector.sharedDirector().displaySize();
CCSprite _nextProjectile = CCSprite.sprite("firebl.png");
//_nextProjectile.setPosition(20, winSize.height / 2.0f);
_nextProjectile.setPosition(CGPoint.ccp(65, 120));
// Determine offset of location to projectile
int offX = (int)(location.x - _nextProjectile.getPosition().x);
int offY = (int)(location.y - _nextProjectile.getPosition().y);
// Bail out if we are shooting down or backwards
if (offX <= 0)
return true;
_nextProjectile.setTag(2);
// Determine where we wish to shoot the projectile to
int realX = (int)(winSize.width + (_nextProjectile.getContentSize().width / 2.0f));
float ratio = (float)offY / (float)offX;
int realY = (int)((realX * ratio) + _nextProjectile.getPosition().y);
CGPoint realDest = CGPoint.ccp(realX, realY);
// Determine the length of how far we're shooting
int offRealX = (int)(realX - _nextProjectile.getPosition().x);
int offRealY = (int)(realY - _nextProjectile.getPosition().y);
float length = FloatMath.sqrt((offRealX * offRealX) + (offRealY * offRealY));
float velocity = 480.0f / 1.0f; // 480 pixels / 1 sec
float realMoveDuration = length / velocity;
// Move projectile to actual endpoint
_nextProjectile.runAction(CCSequence.actions(
CCMoveTo.action(realMoveDuration, realDest),
CCCallFuncN.action(this, "spriteMoveFinished")));
// Determine angle to face
double angleRadians = Math.atan((double)offRealY / (double)offRealX);
double angleDegrees = Math.toDegrees(angleRadians);
double cocosAngle = -1 * angleDegrees;
double rotationSpeed = 0.5 / Math.PI;
double rotationDuration = Math.abs(angleRadians * rotationSpeed);
_player.runAction(CCSequence.actions(
CCRotateTo.action((float)rotationDuration, (float)cocosAngle),
CCCallFunc.action(this, "finishShoot")));
// Pew!
Context context = CCDirector.sharedDirector().getActivity();
SoundEngine.sharedEngine().playEffect(context, R.raw.pew_pew_lei);
return true;
}
public void finishShoot()
{
addChild(_nextProjectile);
_projectiles.add(_nextProjectile);
}
public void gameLogic(float dt)
{
addTarget();
}
public void update(float dt)
{
LinkedList<CCSprite> projectilesToDelete = new LinkedList<CCSprite>();
for (CCSprite projectile : _projectiles)
{
CGRect projectileRect = CGRect.make(projectile.getPosition().x - (projectile.getContentSize().width / 2.0f),
projectile.getPosition().y - (projectile.getContentSize().height / 2.0f),
projectile.getContentSize().width,
projectile.getContentSize().height);
LinkedList<CCSprite> targetsToDelete = new LinkedList<CCSprite>();
for (CCSprite target : _targets)
{
CGRect targetRect = CGRect.make(target.getPosition().x - (target.getContentSize().width),
target.getPosition().y - (target.getContentSize().height),
target.getContentSize().width,
target.getContentSize().height);
if (CGRect.intersects(projectileRect, targetRect))
targetsToDelete.add(target);
}
for (CCSprite target : targetsToDelete)
{
_targets.remove(target);
removeChild(target, true);
}
if (targetsToDelete.size() > 0)
projectilesToDelete.add(projectile);
}
for (CCSprite projectile : projectilesToDelete)
{
_projectiles.remove(projectile);
removeChild(projectile, true);
if (++_projectilesDestroyed > 30)
{
_projectilesDestroyed = 0;
CCDirector.sharedDirector().replaceScene(Gameoverlayer.scene("You Win!"));
}
}
}