1. ImageView 的方式:封装的Widget组件ImageVIew实现了类似按钮的监听事件,所以处理起来很方便直接
在init时同时初始化精灵,加入层
然后在onEnter里加入监听:
ImageView* _pPokerImageView;
_pPokerImageView = ImageView::create(tmpStr);
_pPokerImageView->setAnchorPoint(Vec2(0, 0));
_pPokerImageView->setTouchEnabled(true);
addChild(_pPokerImageView);
_pPokerImageView->addTouchEventListener([this](Ref* pSender,Widget::TouchEventType type)
{
if (type == Widget::TouchEventType::ENDED)
{
PokerEventStatus tmpStatus = (getStatusValue() == SelectedStatus) ? NormalStatus : SelectedStatus;
updateSelectedSigned(tmpStatus);
if (getStatusValue() == SelectedStatus)
{
updateSelectedSigned(SelectedStatus);
}
else
{
updateSelectedSigned(NormalStatus);
}
}
2.Sprite的方式:需要手动实现监听事件代码,而且需要根据坐标,size去做精灵点击区域判断,写起来稍微复杂点,不过条条道路通罗马,多点方式,多种选择
</pre><pre name="code" class="cpp">EventListenerTouchOneByOne* _spriteListener;
Sprite* _pPokerSprite;
/* 添加事件监听 */
_spriteListener = EventListenerTouchOneByOne::create();
_spriteListener->onTouchBegan = [this](Touch* touch, Event* event) -> bool {
/* 获取事件所绑定的 target */
auto target = event->getCurrentTarget();
/* 获取当前点击点所在相对按钮的位置坐标 */
Vec2 locationInNode = target->convertToNodeSpace(touch->getLocation());
Size targetSize = target->getContentSize();
Rect rect = Rect(_pPokerSprite->getPositionX(), _pPokerSprite->getPositionY(), COCOSNODE_WIDTH(_pPokerSprite), COCOSNODE_HEIGHT(_pPokerSprite));
bool isClicked = rect.containsPoint(locationInNode);
/* 点击范围判断 */
if (isClicked)
{
PokerEventStatus tmpStatus = (getStatusValue() == SelectedStatus) ? NormalStatus : SelectedStatus;
updateSelectedSigned(tmpStatus);
if (getStatusValue() == SelectedStatus)
{
updateSelectedSigned(SelectedStatus);
}
else
{
updateSelectedSigned(NormalStatus);
}
}
/* 此处一定要动态设置事件吞噬,否则层只会响应最后一张加入精灵的事件 */
_spriteListener->setSwallowTouches(isClicked);
return isClicked;
};
在init时同时初始化精灵,加入层
_pPokerSprite = Sprite::createWithTexture(pChessTexture, tmpRect);
_pPokerSprite->setAnchorPoint(Vec2(0, 0));
addChild(_pPokerSprite);
然后在onEnter里加入监听:
void TBBullFightPoker::onEnter(void)
{
Node::onEnter();
do
{
CC_BREAK_IF(!_pPokerSprite);
_eventDispatcher->addEventListenerWithSceneGraphPriority(_spriteListener, _pPokerSprite);
} while (0);
}
同样在onExit里删除监听:
void TBBullFightPoker::onExit(void)
{
_eventDispatcher->removeEventListener(_spriteListener);
Node::onExit();
}