//GameScene.cpp
//功能:运行点击屏幕,控制台显示触点坐标,并将图标移动到触点位置
#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 visibleSize = Director::getInstance()->getVisibleSize();
//添加一个图片精灵
auto sprite = Sprite::create( "OnePiece_1.png" );
sprite->setPosition(Vec2(visibleSize.width/2, visibleSize.height/2));
this ->addChild(sprite);
auto sprite1 = Sprite::create( "Flag_1.png" );
sprite1->setPosition(Vec2(visibleSize.width/2, visibleSize.height/2));
sprite1->setTag(12);
this ->addChild(sprite1);
//1.注册监听事件对象
auto listener = EventListenerTouchOneByOne::create(); //单点触摸
//auto listener = EventListenerTouchAllAtOnce::create(); //多点触摸
//setTouchEnabled(true); //3.0版本已经被弃用
//2.定义监听对象的回调方法
listener->onTouchBegan = CC_CALLBACK_2(GameScene::onTouchBegan, this );
listener->onTouchMoved = CC_CALLBACK_2(GameScene::onTouchMoved, this );
listener->onTouchEnded = CC_CALLBACK_2(GameScene::onTouchEnded, this );
//3.在事件分发器中注册
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this );
return true ;
}
//触摸事件函数(内部已创建,这里重新编写)
bool GameScene::onTouchBegan(Touch *touch, Event *unused_event)
{
// touch->getLocation(); //获得的是OpenGL坐标
// auto p1 = touch->getLocationInView(); //获得的是UI坐标
// auto p2 = Dirctor::getInstance()->convertToGL(p1); //转换成OpenGL坐标
CCLOG( "TouchBegan x:%lf, y:%lf" , touch->getLocation().x, touch->getLocation().y);
auto sprite = this ->getChildByTag(12); //通过标识获取精灵
//sprite->setPosition(Vec2(touch->getLocation().x, touch->getLocation().y));
sprite->runAction(MoveTo::create(0.5f, Point(touch->getLocation().x, touch->getLocation().y)));
return true ;
}
void GameScene::onTouchMoved(Touch *touch, Event *unused_event)
{
//图标随鼠标一起移动
// auto sprite = this->getChildByTag(12); //通过标识获取精灵
// sprite->setPosition(Vec2(touch->getLocation().x, touch->getLocation().y));
}
void GameScene::onTouchEnded(Touch *touch, Event *unused_event)
{
}
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