cocos2d-添加触摸事件

在自己的layer里面,添加

[self setIsTouchEnabled:YES];

以下方法是cocos2d类库的方法:

-(void) setIsTouchEnabled:(BOOL)enabled

{

if( isTouchEnabled_ != enabled ) {

isTouchEnabled_ = enabled;

if( isRunning_ ) {

if( enabled )

[self registerWithTouchDispatcher];

else {

CCDirector *director = [CCDirector sharedDirector];

[[director touchDispatcher] removeDelegate:self];

}

}

}

}

//这句是关键

-(void) registerWithTouchDispatcher

{

CCDirector *director = [CCDirector sharedDirector];

[[director touchDispatcher] addStandardDelegate:self priority:0];

}



接下来就实现方法:

- (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event

{

//    for( UITouch *touch in touches ) {

// CGPoint location = [touch locationInView: [touch view]];

//        

// location = [[CCDirector sharedDirector] convertToGL: location];

// CGPoint touchPos = location;

//        

//        NSLog(@"point==%@",NSStringFromCGPoint(touchPos));

// }

    

    

    UITouch* touch = [touches anyObject];

    CGPoint location = [touch locationInView: [touch view]];

    location = [[CCDirector sharedDirector] convertToGL: location];

    //self.position = location;

     NSLog(@"point==%@",NSStringFromCGPoint(location));

}



- (void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event {

    self.isMoving = FALSE;

}



- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {

    

    // you can set up a check here if you're not interested in handling every touch.

    // For example if your player is already moving, return no...

    

    BOOL handleTouch = FALSE;

    if (!self.isMoving) {

        handleTouch = TRUE;

        self.isMoving = TRUE;

    }

    return handleTouch;

    

}


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