Cocos2d-x3.2 双击事件

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//GameScene.h

#include "cocos2d.h"

USING_NS_CC;

class GameScene : public cocos2d::Layer
{
public:
    static cocos2d::Scene* createScene();
    
    virtual bool init();
    
    void singleClickEvent();
    void doubleClickEvent();
    
    void funCallback(float dt);
    
    virtual bool onTouchBegan(Touch *touch,Event *unused_event);
    
    CREATE_FUNC(GameScene);
    
private:        //注意不能用auto关键字
    Size size;
    Sprite *sprite;
    bool isClicked;
};



//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);
    
    isClicked = false;
    
    //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);
    
    //在事件分发器中注册
    _eventDispatcher->addEventListenerWithSceneGraPHPriority(listener,this);
    
    return true;
}

void GameScene::singleClickEvent()
{
    log("Single click");
}

void GameScene::doubleClickEvent()
{
    log("Double click");
}

void GameScene::funCallback(float dt)
{
    if (isClicked)
    {
        isClicked = false;
        singleClickEvent();
    }
}

bool GameScene::onTouchBegan(Touch *touch,Event *unused_event)
{
    if (isClicked)
    {
        isClicked = false;
        doubleClickEvent();
    }
    else
    {
        isClicked = true;
        //0.3秒内再次点击将再次调用onTouchBegan函数,0.3秒后再次点击将调用funCallback函数
        scheduleOnce(schedule_selector(GameScene::funCallback),0.3f);
    }
    
    return false;
}

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