1、触摸事件:定义NewEventDispatcher类,用于声明触摸事件
(1)单点触摸事件,在NewEventDispatcher.h中添加如下代码:
//NewEventDispatcher.h
#include "cocos2d.h"
USING_NS_CC;
using namespace cocos2d;
class TouchableSpriteTest : public Scene
{
public:
CREATE_FUNC(TouchableSpriteTest);//首先执行new操作,然后执行init函数
virtual bool init();
};
在NewEventDispatcher.cpp中添加如下代码:
//NewEventDispatcher.cpp
bool TouchableSpriteTest::init()
{
bool bRet = false;
do{
CC_BREAK_IF(!Scene::init());
auto origin = Director::getInstance()->getVisibleOrigin();
log("origin.x = %f, origin.y = %f",origin.x,origin.y);
auto size = Director::getInstance()->getVisibleSize();
log("size.w = %f, size.h = %f",size.width,size.height);
auto containerForSprite1 = Node::create();
auto sprite1 = Sprite::create("CyanSquare.png");
sprite1->setPosition(origin+Vec2(size.width/2,size.height/2) + Vec2(-80,80));
containerForSprite1->addChild(sprite1,10);
addChild(containerForSprite1,11);
auto sprite2 = Sprite::create("MagentaSquare.png");
sprite2->setPosition(origin + Vec2(size.width/2, size.height/2));
addChild(sprite2,20);
auto sprite3 = Sprite::create("YellowSquare.png");
sprite3->setPosition(Vec2(0,0));
addChild(sprite3,1);
//1.创建侦听事件
auto listener1 = EventListenerTouchOneByOne::create();
listener1->setSwallowTouches(true);
//2.重载onTouch*函数,使用的时lambda方法,如果使用函数重载,需要在.h文件中声明。 //或者在TouchableTest的头文件中声明onTouchBegan的函数重载; //listener1->onTouchBegan = CC_CALLBACK_2(TouchableSpriteTest::onTouchBegan,this); //在TouchableTest的cpp文件中重新定义。
listener1->onTouchBegan = [](Touch* touch, Event* event) {
auto target = static_cast<Sprite*>(event->getCurrentTarget());
log("target.Tag = %d",target->getTag());
auto locationInNode = target->convertToNodeSpace(touch->getLocation());
auto s = target->getContentSize();
auto rect = Rect(0,0,s.width,s.height);
if(rect.containsPoint(locationInNode))
{
log("sprite begin...x = %f,y = %f",locationInNode.x,locationInNode.y);
target->setOpacity(180);
return true;
}
return false;
};
listener1->onTouchMoved = [](Touch* touch,Event* event){
auto target = static_cast<Sprite*>(event->getCurrentTarget());
log("target.Tag = %d",target->getTag());
target->setPosition(target->getPosition() + touch->getDelta());
log("target.x = %lf, target.y = %lf\n touch.x = %lf,touch.y = %lf",target->getPosition().x,target->getPosition().y,touch->getDelta().x,touch->getDelta().y);
};
listener1->onTouchEnded = [=](Touch* touch,Event* event){
auto target = static_cast<Sprite*>(event->getCurrentTarget());
log("sprite onTouchedEnded..");
target->setOpacity(255);
if(target == sprite2)
{
containerForSprite1->setLocalZOrder(100);
}
else if(target == sprite1)
{
containerForSprite1->setLocalZOrder(0);
}
};
//3.加入事件侦听序列
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener1, sprite1);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener1->clone(), sprite2);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener1->clone(), sprite3);
bRet = true;
}while(0);
return bRet;
}
(2)自定义触摸事件
在NewEventDispatcher.h中添加如下代码:
//.h
class CustomEvent : public Scene
{
public:
CREATE_FUNC(CustomEvent);
virtual bool init();
private:
EventListenerCustom* _listener1;//自定义事件
EventListenerCustom* _listener2;
};
在NewEventDispatcher.cpp中添加如下代码:
//.cpp
bool CustomEvent::init()
{
bool bRet = false;
do{
CC_BREAK_IF(!Scene::init());
auto origin = Director::getInstance()->getVisibleOrigin();
auto size = Director::getInstance()->getVisibleSize();
MenuItemFont::setFontSize(20);
auto statusLabel = Label::createWithSystemFont("No custom event 1 received!", "", 20);
statusLabel->setPosition(origin + Vec2(size.width/2, size.height-90));
addChild(statusLabel);
//1.创建侦听事件及回调函数,该自定义事件监听的时game_custom_event1事件
_listener1 = EventListenerCustom::create("game_custom_event1", [=](EventCustom* event){
std::string str("Custom event 1 received, ");
char* buf = static_cast<char*>(event->getUserData());
str += buf;
str += " times";
statusLabel->setString(str.c_str());
});
//2.将侦听事件加入事件侦听序列
_eventDispatcher->addEventListenerWithFixedPriority(_listener1, 1);
//设置MenuItem,名字叫Send Custom Event 1,触发的事件是lambda函数,点击“Send Custom Event 1”,触发
auto sendItem = MenuItemFont::create("Send Custom Event 1", [=](Ref* sender){
static int count = 0;
++count;
char* buf = new char[10];
sprintf(buf, "%d", count);
EventCustom event("game_custom_event1");//创建自定义事件,名字为“game_custom_event1”
event.setUserData(buf);
_eventDispatcher->dispatchEvent(&event);//将自定义事件加入侦听,触发事件,
CC_SAFE_DELETE_ARRAY(buf);
});
sendItem->setPosition(origin + Vec2(size.width/2, size.height/2));
auto statusLabel2 = Label::createWithSystemFont("No custom event 2 received!", "", 20);
statusLabel2->setPosition(origin + Vec2(size.width/2, size.height-120));
addChild(statusLabel2);
//同_listener1
_listener2 = EventListenerCustom::create("game_custom_event2", [=](EventCustom* event){
std::string str("Custom event 2 received, ");
char* buf = static_cast<char*>(event->getUserData());
str += buf;
str += " times";
statusLabel2->setString(str.c_str());
});
//同_listener1
_eventDispatcher->addEventListenerWithFixedPriority(_listener2, 1);
auto sendItem2 = MenuItemFont::create("Send Custom Event 2", [=](Ref* sender){
static int count = 0;
++count;
char* buf = new char[10];
sprintf(buf, "%d", count);
EventCustom event("game_custom_event2");
event.setUserData(buf);
_eventDispatcher->dispatchEvent(&event);
CC_SAFE_DELETE_ARRAY(buf);
});
sendItem2->setPosition(origin + Vec2(size.width/2, size.height/2 - 40));
auto menu = Menu::create(sendItem, sendItem2, nullptr);
menu->setPosition(Vec2(0, 0));
menu->setAnchorPoint(Vec2(0, 0));
addChild(menu, -1);
bRet = true;
}while(0);
return bRet;
}