实现的是3d效果的, 2d实现起来也是一样的
#pragma once
#include "cocos2d.h"
USING_NS_CC;
typedef enum tagPaddleState
{
kPaddleStateGrabbed,
kPaddleStateUngrabbed
} PaddleState;
class TouchSprite3D:public Sprite3D
{
PaddleState _state;
Point m_oldPoint;
public:
TouchSprite3D(void);
virtual ~TouchSprite3D(void);
static TouchSprite3D* create3D(const std::string &modelPath);
Rect getRect();
virtual void onEnter() override;
virtual void onExit() override;
bool containsTouchLocation(Touch* touch);
bool onTouchBegan(Touch* touch, Event* event);
void onTouchMoved(Touch* touch, Event* event);
void onTouchEnded(Touch* touch, Event* event);
};
#include "TouchSprite3D.h"
TouchSprite3D::TouchSprite3D(void)
{
//onEnter();
}
TouchSprite3D::~TouchSprite3D(void)
{
}
Rect TouchSprite3D::getRect()
{
auto s = this->getContentSize();
return Rect(-s.width / 2, -s.height / 2, s.width, s.height);
}
void TouchSprite3D::onEnter()
{
Sprite3D::onEnter();
// Register Touch Event
auto listener = EventListenerTouchOneByOne::create();
listener->setSwallowTouches(true);
listener->onTouchBegan = CC_CALLBACK_2(TouchSprite3D::onTouchBegan, this);
listener->onTouchMoved = CC_CALLBACK_2(TouchSprite3D::onTouchMoved, this);
listener->onTouchEnded = CC_CALLBACK_2(TouchSprite3D::onTouchEnded, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
_state = kPaddleStateUngrabbed;
}
void TouchSprite3D::onExit()
{
// auto director = Director::getInstance();
// director->getTouchDispatcher()->removeDelegate(this);
Sprite3D::onExit();
}
bool TouchSprite3D::containsTouchLocation(Touch* touch)
{
//return getRect().containsPoint(convertTouchToNodeSpaceAR(touch));
float len = (this->getPosition() - touch->getLocation()).length();
if (len < 150)
{
return true;
}
return false;
}
bool TouchSprite3D::onTouchBegan(Touch* touch, Event* event)
{
CCLOG("Paddle::onTouchBegan id = %d, x = %f, y = %f", touch->getID(), touch->getLocation().x, touch->getLocation().y);
if (_state != kPaddleStateUngrabbed) return false;
if ( !containsTouchLocation(touch) ) return false;
m_oldPoint = touch->getLocation();
_state = kPaddleStateGrabbed;
CCLOG("return true");
return true;
}
void TouchSprite3D::onTouchMoved(Touch* touch, Event* event)
{
// If it weren't for the TouchDispatcher, you would need to keep a reference
// to the touch from touchBegan and check that the current touch is the same
// as that one.
// Actually, it would be even more complicated since in the Cocos dispatcher
// you get Sets instead of 1 UITouch, so you'd need to loop through the set
// in each touchXXX method.
CCLOG("Paddle::onTouchMoved id = %d, x = %f, y = %f", touch->getID(), touch->getLocation().x, touch->getLocation().y);
CCASSERT(_state == kPaddleStateGrabbed, "Paddle - Unexpected state!");
auto touchPoint = touch->getLocation();
//setPosition( Vec2(touchPoint.x, getPosition().y) );
setPosition(this->getPosition() + touchPoint - m_oldPoint);
m_oldPoint = touchPoint;
}
void TouchSprite3D::onTouchEnded(Touch* touch, Event* event)
{
CCASSERT(_state == kPaddleStateGrabbed, "Paddle - Unexpected state!");
_state = kPaddleStateUngrabbed;
}
TouchSprite3D* TouchSprite3D::create3D( const std::string &modelPath )
{
TouchSprite3D* _obj = new TouchSprite3D;
_obj->autorelease();
_obj->initWithFile(modelPath);
return _obj;
}