Я пытаюсь коснуться и перетащить карту и обновить ее положение. Во-первых, я хочу, чтобы класс карты определял событие сенсорного перетаскивания при нажатии на карту. Я предоставил приведенный ниже код для класса карты и хочу узнать, как обнаружить событие касания. Я хочу знать, какие методы мне следует добавить и как реализовать координаты x и y.
public class Card extends Sprite {
// /////////////////////////////////////////////////////////////////////////
// Properties:
// /////////////////////////////////////////////////////////////////////////
// Define the default card width and height
private static final int DEFAULT_CARD_WIDTH = 180;
private static final int DEFAULT_CARD_HEIGHT = 260;
// Define the common card base
private Bitmap mCardBase;
// Define the card portrait image
private Bitmap mCardPortrait;
// Define the card digit images
private Bitmap[] mCardDigits = new Bitmap[10];
// Define the offset locations and scaling for the card portrait
// card attack and card health values - all measured relative
// to the centre of the object as a percentage of object size
private Vector2 mAttackOffset = new Vector2(-0.68f, -0.84f);
private Vector2 mAttackScale = new Vector2(0.1f, 0.1f);
private Vector2 mHealthOffset = new Vector2(0.72f, -0.84f);
private Vector2 mHealthScale = new Vector2(0.1f, 0.1f);
private Vector2 mPortraitOffset = new Vector2(0.0f, 0.3f);
private Vector2 mPortraitScale = new Vector2(0.55f, 0.55f);
// Define the health and attack values
private int mAttack;
private int mHealth;
// /////////////////////////////////////////////////////////////////////////
// Constructors
// /////////////////////////////////////////////////////////////////////////
/**
* Create a new platform.
*
* @param x Centre y location of the platform
* @param y Centre x location of the platform
* @param gameScreen Gamescreen to which this platform belongs
*/
public Card(float x, float y, GameScreen gameScreen) {
super(x, y, DEFAULT_CARD_WIDTH, DEFAULT_CARD_HEIGHT, null, gameScreen);
AssetManager assetManager = gameScreen.getGame().getAssetManager();
// Store the common card base image
mCardBase = assetManager.getBitmap("CardBackground");
// Store the card portrait image
mCardPortrait = assetManager.getBitmap("CardPortrait");
// Store each of the damage/health digits
for(int digit = 0; digit <= 9; digit++)
mCardDigits[digit] = assetManager.getBitmap(String.valueOf(digit));
// Set default attack and health values
mAttack = 1;
mHealth = 2;
}
// /////////////////////////////////////////////////////////////////////////
// Methods
// /////////////////////////////////////////////////////////////////////////
/**
* Draw the game platform
*
* @param elapsedTime Elapsed time information
* @param graphics2D Graphics instance
* @param layerViewport Game layer viewport
* @param screenViewport Screen viewport
*/
@Override
public void draw(ElapsedTime elapsedTime, IGraphics2D graphics2D,
LayerViewport layerViewport, ScreenViewport screenViewport) {
// Draw the portrait
drawBitmap(mCardPortrait, mPortraitOffset, mPortraitScale,
graphics2D, layerViewport, screenViewport);
// Draw the card base background
mBitmap = mCardBase;
super.draw(elapsedTime, graphics2D, layerViewport, screenViewport);
// Draw the attack value
drawBitmap(mCardDigits[mAttack], mAttackOffset, mAttackScale,
graphics2D, layerViewport, screenViewport);
// Draw the attack value
drawBitmap(mCardDigits[mHealth], mHealthOffset, mHealthScale,
graphics2D, layerViewport, screenViewport);
}
private BoundingBox bound = new BoundingBox();
/**
* Method to draw out a specified bitmap using a specific offset (relative to the
* position of this game object) and scaling (relative to the size of this game
* object).
*
* @param bitmap Bitmap to draw
* @param offset Offset vector
* @param scale Scaling vector
* @param graphics2D Graphics instance
* @param layerViewport Game layer viewport
* @param screenViewport Screen viewport
*/
private void drawBitmap(Bitmap bitmap, Vector2 offset, Vector2 scale,
IGraphics2D graphics2D, LayerViewport layerViewport, ScreenViewport screenViewport) {
// // Calculate a game layer bound for the bitmap to be drawn
// bound.set(position.x + mBound.halfWidth * offset.x,
// position.y + mBound.halfHeight * offset.y,
// mBound.halfWidth * scale.x,
// mBound.halfHeight * scale.y);
// Calculate the center position of the rotated offset point.
double rotation = Math.toRadians(-this.orientation);
float diffX = mBound.halfWidth * offset.x;
float diffY = mBound.halfHeight * offset.y;
float rotatedX = (float)(Math.cos(rotation) * diffX - Math.sin(rotation) * diffY + position.x);
float rotatedY = (float)(Math.sin(rotation) * diffX + Math.cos(rotation) * diffY + position.y);
// Calculate a game layer bound for the bitmap to be drawn
bound.set(rotatedX, rotatedY,
mBound.halfWidth * scale.x, mBound.halfHeight * scale.y);
// Draw out the specified bitmap using the calculated bound.
// The following code is based on the Sprite's draw method.
if (GraphicsHelper.getSourceAndScreenRect(
bound, bitmap, layerViewport, screenViewport, drawSourceRect, drawScreenRect)) {
// Build an appropriate transformation matrix
drawMatrix.reset();
float scaleX = (float) drawScreenRect.width() / (float) drawSourceRect.width();
float scaleY = (float) drawScreenRect.height() / (float) drawSourceRect.height();
drawMatrix.postScale(scaleX, scaleY);
drawMatrix.postRotate(orientation, scaleX * bitmap.getWidth()
/ 2.0f, scaleY * bitmap.getHeight() / 2.0f);
drawMatrix.postTranslate(drawScreenRect.left, drawScreenRect.top);
// Draw the bitmap
graphics2D.drawBitmap(bitmap, drawMatrix, null);
}
}
}