cocos2d-x3.2单点触摸
来源:互联网 发布:崩坏学园2淘宝代充 编辑:程序博客网 时间:2024/04/30 15:40
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//GameScene.h
#include "cocos2d.h"
USING_NS_CC;
class
GameScene :
public
cocos2d::Layer
{
public
:
static
cocos2d::Scene* createScene();
virtual
bool
init();
virtual
bool
onTouchBegan(Touch *touch, Event *unused_event);
virtual
void
onTouchMoved(Touch *touch, Event *unused_event);
virtual
void
onTouchEnded(Touch *touch, Event *unused_event);
void
menuCallback(cocos2d::Ref* pSender);
CREATE_FUNC(GameScene);
};
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//GameScene.cpp
//功能:运行点击屏幕,控制台显示触点坐标,并将图标移动到触点位置
#include "GameScene.h"
USING_NS_CC;
cocos2d::Scene* GameScene::createScene()
{
auto
scene = Scene::create();
//创建一个场景
auto
layer = GameScene::create();
//创建一个图层
scene->addChild(layer);
return
scene;
}
//初始化当前的图层
bool
GameScene::init()
{
if
(!Layer::init())
//初始化父类
return
false
;
//获取屏幕大小
Size visibleSize = Director::getInstance()->getVisibleSize();
//添加一个图片精灵
auto
sprite = Sprite::create(
"OnePiece_1.png"
);
sprite->setPosition(Vec2(visibleSize.width/2, visibleSize.height/2));
this
->addChild(sprite);
auto
sprite1 = Sprite::create(
"Flag_1.png"
);
sprite1->setPosition(Vec2(visibleSize.width/2, visibleSize.height/2));
sprite1->setTag(12);
this
->addChild(sprite1);
//1.注册监听事件对象
auto
listener = EventListenerTouchOneByOne::create();
//单点触摸
//auto listener = EventListenerTouchAllAtOnce::create(); //多点触摸
//setTouchEnabled(true); //3.0版本已经被弃用
//2.定义监听对象的回调方法
listener->onTouchBegan = CC_CALLBACK_2(GameScene::onTouchBegan,
this
);
listener->onTouchMoved = CC_CALLBACK_2(GameScene::onTouchMoved,
this
);
listener->onTouchEnded = CC_CALLBACK_2(GameScene::onTouchEnded,
this
);
//3.在事件分发器中注册
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener,
this
);
return
true
;
}
//触摸事件函数(内部已创建,这里重新编写)
bool
GameScene::onTouchBegan(Touch *touch, Event *unused_event)
{
// touch->getLocation(); //获得的是OpenGL坐标
// auto p1 = touch->getLocationInView(); //获得的是UI坐标
// auto p2 = Dirctor::getInstance()->convertToGL(p1); //转换成OpenGL坐标
CCLOG(
"TouchBegan x:%lf, y:%lf"
, touch->getLocation().x, touch->getLocation().y);
auto
sprite =
this
->getChildByTag(12);
//通过标识获取精灵
//sprite->setPosition(Vec2(touch->getLocation().x, touch->getLocation().y));
sprite->runAction(MoveTo::create(0.5f, Point(touch->getLocation().x, touch->getLocation().y)));
return
true
;
}
void
GameScene::onTouchMoved(Touch *touch, Event *unused_event)
{
//图标随鼠标一起移动
// auto sprite = this->getChildByTag(12); //通过标识获取精灵
// sprite->setPosition(Vec2(touch->getLocation().x, touch->getLocation().y));
}
void
GameScene::onTouchEnded(Touch *touch, Event *unused_event)
{
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//GameScene.h
#include "cocos2d.h"
USING_NS_CC;
class
GameScene :
public
cocos2d::Layer
{
public
:
static
cocos2d::Scene* createScene();
virtual
bool
init();
virtual
bool
onTouchBegan(Touch *touch, Event *unused_event);
virtual
void
onTouchMoved(Touch *touch, Event *unused_event);
virtual
void
onTouchEnded(Touch *touch, Event *unused_event);
void
menuCallback(cocos2d::Ref* pSender);
CREATE_FUNC(GameScene);
};
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//GameScene.cpp
//功能:运行点击屏幕,控制台显示触点坐标,并将图标移动到触点位置
#include "GameScene.h"
USING_NS_CC;
cocos2d::Scene* GameScene::createScene()
{
auto
scene = Scene::create();
//创建一个场景
auto
layer = GameScene::create();
//创建一个图层
scene->addChild(layer);
return
scene;
}
//初始化当前的图层
bool
GameScene::init()
{
if
(!Layer::init())
//初始化父类
return
false
;
//获取屏幕大小
Size visibleSize = Director::getInstance()->getVisibleSize();
//添加一个图片精灵
auto
sprite = Sprite::create(
"OnePiece_1.png"
);
sprite->setPosition(Vec2(visibleSize.width/2, visibleSize.height/2));
this
->addChild(sprite);
auto
sprite1 = Sprite::create(
"Flag_1.png"
);
sprite1->setPosition(Vec2(visibleSize.width/2, visibleSize.height/2));
sprite1->setTag(12);
this
->addChild(sprite1);
//1.注册监听事件对象
auto
listener = EventListenerTouchOneByOne::create();
//单点触摸
//auto listener = EventListenerTouchAllAtOnce::create(); //多点触摸
//setTouchEnabled(true); //3.0版本已经被弃用
//2.定义监听对象的回调方法
listener->onTouchBegan = CC_CALLBACK_2(GameScene::onTouchBegan,
this
);
listener->onTouchMoved = CC_CALLBACK_2(GameScene::onTouchMoved,
this
);
listener->onTouchEnded = CC_CALLBACK_2(GameScene::onTouchEnded,
this
);
//3.在事件分发器中注册
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener,
this
);
return
true
;
}
//触摸事件函数(内部已创建,这里重新编写)
bool
GameScene::onTouchBegan(Touch *touch, Event *unused_event)
{
// touch->getLocation(); //获得的是OpenGL坐标
// auto p1 = touch->getLocationInView(); //获得的是UI坐标
// auto p2 = Dirctor::getInstance()->convertToGL(p1); //转换成OpenGL坐标
CCLOG(
"TouchBegan x:%lf, y:%lf"
, touch->getLocation().x, touch->getLocation().y);
auto
sprite =
this
->getChildByTag(12);
//通过标识获取精灵
//sprite->setPosition(Vec2(touch->getLocation().x, touch->getLocation().y));
sprite->runAction(MoveTo::create(0.5f, Point(touch->getLocation().x, touch->getLocation().y)));
return
true
;
}
void
GameScene::onTouchMoved(Touch *touch, Event *unused_event)
{
//图标随鼠标一起移动
// auto sprite = this->getChildByTag(12); //通过标识获取精灵
// sprite->setPosition(Vec2(touch->getLocation().x, touch->getLocation().y));
}
void
GameScene::onTouchEnded(Touch *touch, Event *unused_event)
{
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