//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 funCallback(float dt);
CREATE_FUNC(GameScene);
private: //注意不能用auto关键字
Size size;
Sprite *sprite;
Point prePos; //起点位置
Point curPos; //当前点位置
float moveDistance;
};
//GameScene.cpp
// Created by Jacedy on 14-8-11.
#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 = Director::getInstance()->getVisibleSize();
//auto size = Director::getInstance()->getWinSize();
//添加一个图片精灵
sprite = Sprite::create("OnePiece_1.png");
sprite->setPosition(Vec2(size.width/2, size.height/2));
this->addChild(sprite);
//设定滑动距离
moveDistance = 30;
//创建监听事件对象
auto listener = EventListenerTouchOneByOne::create();
//定义监听事件的回调函数
listener->onTouchBegan = CC_CALLBACK_2(GameScene::onTouchBegan, this);
listener->onTouchMoved = CC_CALLBACK_2(GameScene::onTouchMoved, this);
listener->onTouchEnded = CC_CALLBACK_2(GameScene::onTouchEnded, this);
//在事件分发器中注册
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
return true;
}
void GameScene::funCallback(float dt)
{
auto sub = Vec2(prePos, curPos);
//判断水平和垂直方向上哪个偏移量大
//水平移动
if (fabs(sub.x) > fabs(sub.y))
{
//右滑
if (sub.x > moveDistance)
log("right");
else
//左滑
if (sub.x < -moveDistance)
log("left");
}
else
{
//上滑
if (sub.y > moveDistance)
log("up");
else
//下滑
if (sub.y < -moveDistance)
log("down");
}
}
bool GameScene::onTouchBegan(Touch *touch, Event *unused_event)
{
auto pos = touch->getLocation();
//保存起始点
prePos = pos;
scheduleOnce(schedule_selector(GameScene::funCallback), 0.3f);
return true;
}
void GameScene::onTouchMoved(Touch *touch, Event *unused_event)
{
auto pos = touch->getLocation();
//随时获取当前移动点的位置
curPos = pos;
}
void GameScene::onTouchEnded(Touch *touch, Event *unused_event)
{
auto pos = touch->getLocation();
}