Cocos2d-x3.2 多点触控

//GameScene.h
 
#include "cocos2d.h"
 
USING_NS_CC;
 
class GameScene : public cocos2d::Layer
{
public:
    static cocos2d::Scene* createScene();
     
    virtual bool init();
    //多点触控回调函数
    virtual void onTouchesBegan(const std::vector<Touch*>& touches, Event *unused_event);
    virtual void onTouchesMoved(const std::vector<Touch*>& touches, Event *unused_event);
    virtual void onTouchesEnded(const std::vector<Touch*>& touches, Event *unused_event);
    virtual void onTouchesCancelled(const std::vector<Touch*>&touches, Event *unused_event);
     
    void menuCallback(Ref* pSender);
     
    CREATE_FUNC(GameScene);
     
private:        //注意不能用auto关键字
    Size size;
    Sprite *sprite;
};




http://my.oschina.net/Jacedy/blog/301731?p={{totalPage}}


//GameScene.cpp
 
//可参考MutiTouchTest.cpp
 
#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();
     
    auto sprite = Sprite::create("Icon.png");
    sprite->setPosition(Vec2(size.width/2, size.height/2));
    sprite->setTag(12);
    this->addChild(sprite);
     
     
    //1.注册监听事件对象
    auto listener = EventListenerTouchAllAtOnce::create();      //多点触摸
     
    //2.定义监听对象的回调方法
    listener->onTouchesBegan = CC_CALLBACK_2(GameScene::onTouchesBegan, this);
    listener->onTouchesMoved = CC_CALLBACK_2(GameScene::onTouchesMoved, this);
    listener->onTouchesEnded = CC_CALLBACK_2(GameScene::onTouchesEnded, this);
    listener->onTouchesCancelled = CC_CALLBACK_2(GameScene::onTouchesCancelled, this);
     
    //3.在事件监听器中注册(事件监听器包含:触摸事件、键盘相应事件、加速记录事件、鼠标响应事件、自定义事件)
    _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
 
     
    return true;
}
 
void GameScene::menuCallback(Ref* pSender)
{
     
}
//触摸开始时调用
void GameScene::onTouchesBegan(const std::vector<Touch*>& touches, Event *unused_event)
{
    for (auto &item: touches)       //遍历容器中的各个成员!!!多点触摸时将显示同时显示多个精灵
    {
        auto touch = item;
        auto location = touch->getLocation();
        //加载一个精灵
        auto sprite = Sprite::create("Icon.png");
        sprite->setPosition(location);
        addChild(sprite);
    }
}
//触摸移动时调用
void GameScene::onTouchesMoved(const std::vector<Touch*>& touches, Event *unused_event)
{
     
}
//触摸结束时调用
void GameScene::onTouchesEnded(const std::vector<Touch*>& touches, Event *unused_event)
{
     
}
//取消触摸时调用
void GameScene::onTouchesCancelled(const std::vector<Touch*>&touches, Event *unused_event)
{
     
}


  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值