发布网友 发布时间:2022-05-04 23:18
共3个回答
懂视网 时间:2022-05-05 03:40
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.hUSING_NS_CC;using namespace cocos2d;class TouchableSpriteTest : public Scene{public:
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(2)自定义触摸事件(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 (event->getCurrentTarget()); log("target.Tag = %d",target->getTag()); target->setPosition(target->getPosition() + touch->getDelta()); log("target.x = %lf, target.y = %lf 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 (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; }
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(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 (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; }
热心网友 时间:2022-05-05 00:48
崇高的理想就象生长在高山上的鲜花。如果要搞下它,勤奋才能是攀登的绳索。热心网友 时间:2022-05-05 02:06
看下API 有一个参数是设定优先级的