在上节课我们能够显示关卡选择界面了,但是点击按钮没有任何反应,
那么我们这篇文章将会介绍如何响应点击触摸等事件。
要使精灵能够相应触摸事件,我们必须将我们的类继承于CCSprite和CCTargetedTouchDelegate,
那么我们还需要实现CCTargetedTouchDelegate中的三个虚函数
virtual bool ccTouchBegan(CCTouch* touch, CCEvent* event);
virtual void ccTouchMoved(CCTouch* touch, CCEvent* event);
virtual void ccTouchEnded(CCTouch* touch, CCEvent* event);
再加一个枚举类型
typedef enum tagPaddleState
{
kPaddleStateGrabbed,
kPaddleStateUngrabbed
} PaddleState;
1.他来存储捕获的状态,那么声明的类如下所示:
typedef enum tagPaddleState
{
kPaddleStateGrabbed,
kPaddleStateUngrabbed
} PaddleState;
class Paddle :
public CCSprite, public CCTargetedTouchDelegate
{
CC_SYNTHESIZE(PaddleState, m_state, state);
public:
Paddle();
~Paddle();
virtual bool ccTouchBegan(CCTouch* touch, CCEvent* event);
virtual void ccTouchMoved(CCTouch* touch, CCEvent* event);
virtual void ccTouchEnded(CCTouch* touch, CCEvent* event);
};
2.我们在Paddle中重载CCSprite的initWithTexture,默认设置状态为kPaddleStateUngrabbed,
不再捕获状态中。
bool Paddle::initWithTexture(CCTexture2D* pTexture)
{
if (CCSprite::initWithTexture(pTexture))
{
m_state = kPaddleStateUngrabbed;
}
return true;
}
3.添加一个static Paddle* paddleWithTexture(CCTexture2D* pTexture);来加载纹理,并返回Paddle实例
Paddle* Paddle::paddleWithTexture(CCTexture2D* pTexture)
{
Paddle *pPaddle = new Paddle();
pPaddle->initWithTexture(pTexture);
pPaddle->autorelease();
return pPaddle;
}
4.然后设置一下ccTouchBegan函数,
如果在捕获状态中,那么就不用继续捕获输入,
如果不正在捕获状态中,触摸点也不在精灵中,则不继续捕获输入,
如果不在捕获状态中,但是触摸点在精灵上,就设置捕获状态为正在捕获,并继续捕获后面的输入。
bool Paddle::ccTouchBegan(CCTouch* touch, CCEvent* event)
{
if (m_state != kPaddleStateUngrabbed) return false;
if (!containsTouchLocation(touch)) return false;
m_state = kPaddleStateGrabbed;
return true;
}
其中判断触摸点是否在精灵上的相关函数
CCRect Paddle::rect()
{
CCSize size = getTexture()->getContentSize();
return CCRectMake(-size.width / 2, -size.height / 2, size.width, size.height);
}
bool Paddle::containsTouchLocation(CCTouch* touch)
{
CCPoint ccp = convertTouchToNodeSpaceAR(touch);
return rect().containsPoint(ccp);
}
5.输入结束后,设置为未捕获状态:
void Paddle::ccTouchEnded(CCTouch* touch, CCEvent* event)
{
m_state = kPaddleStateUngrabbed;
}
6.最后添加一个两个方法:
virtual void onEnter();
virtual void onExit();
在onEnter()中把精灵层注册到触摸事件的分发器中,
然后在onExit()中把注册的精灵层移除
void Paddle::onEnter()
{
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->getTouchDispatcher()->addTargetedDelegate(this, 0, false);
CCSprite::onEnter();
}
void Paddle::onExit()
{
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->getTouchDispatcher()->removeDelegate(this);
CCSprite::onExit();
}
现在基本的Paddle类写好了,下一篇,我们将他整合到关卡选择中,方便我们来处理选择关卡的事件。
本篇完整代码下载:
http://download.csdn.net/detail/yincheng01/6723731