在我点游戏界面中放置两个按钮:Start,Exit,代表开始游戏,和结束游戏,如下:
看到了吧,妹妹不错吧,嘿,百度搜的。。
那么怎么做到的呢?
首先导入资源ExitButton.jpg 和StartButton.jpg, 然后创建精灵如:
auto start = Sprite::create("StartButton.jpg");
@H_301_29@ start->setPosition(Vec2(start->getContentSize().width / 2 + 20,visibleSize.height / 2)); @H_301_29@ addChild(start); @H_301_29@接下来给创建事件监听器,并绑定回调函数: @H_301_29@auto startListener = EventListenerTouchOneByOne::create();
@H_301_29@ startListener->onTouchBegan =[&](cocos2d::Touch* touch,cocos2d::Event* event) @H_301_29@ { @H_301_29@ cocos2d::Vec2 p = touch->getLocation();@H_301_29@ auto target = event->getCurrentTarget(); @H_301_29@ cocos2d::Rect rect = target->getBoundingBox(); // 判断触摸点是否在该按钮里面
@H_301_29@ if(rect.containsPoint(p)) @H_301_29@ {
return true; // to indicate that we have consumed it.
@H_301_29@ }
return false; // we did not consume this event,pass thru.
@H_301_29@ }; @H_301_29@ @H_301_29@ startListener->onTouchEnded = [=](cocos2d::Touch* touch,cocos2d::Event* event) @H_301_29@ {@H_301_29@ StartLayer::StartGame(nullptr); //开始游戏
@H_301_29@ };
Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraPHPriority(startListener,start);
@H_301_29@这样就ok了,另一个退出按钮的实现也按照同样的方法。 @H_301_29@@H_301_29@
@H_301_29@这个是一般的方法,但是缺点比较明显,就是添加了许多东西,接下来我要介绍另一种方法,我将其封装到自定义到精灵中如下: @H_301_29@
CustomSprite.h头文件
//
// CustomSprite.h
// DontSaveMe
// Created by Mr Gan on 12/23/14.
//
#ifndef __DontSaveMe__CustomSprite__
#define __DontSaveMe__CustomSprite__
#include "cocos2d.h"
#include <string>
#include <stdio.h>
#include <functional>
USING_NS_CC;
public:
@H_301_29@ virtual ~CustomSprite(){} @H_301_29@ static CustomSprite* createWithPath(const std::string &path);@H_301_29@ std::function<bool(Touch*,Event*)> onTouchBegan; @H_301_29@ std::function<void(Touch*,Event*)> onTouchMoved; @H_301_29@ std::function<void(Touch*,Event*)> onTouchEnded; @H_301_29@ std::function<void(Touch*,Event*)> onTouchCancelled;
protected:
@H_301_29@ CustomSprite():onTouchBegan(nullptr),onTouchEnded(nullptr) {} @H_301_29@ virtual bool initWithFile(const std::string& filename) override;};
#endif /* defined(__DontSaveMe__CustomSprite__) */
// CustomSprite.cpp
//
#include "CustomSprite.h"
@H_301_29@CustomSprite *CustomSprite::createWithPath(const std::string &path) @H_301_29@{ @H_301_29@ auto sprite = new CustomSprite(); @H_301_29@ if(sprite && sprite->initWithFile(path)) @H_301_29@ { @H_301_29@ sprite->autorelease(); @H_301_29@ return sprite; @H_301_29@ } @H_301_29@ else @H_301_29@ { @H_301_29@ delete sprite; @H_301_29@ sprite = nullptr;return nullptr;
@H_301_29@ }@H_301_29@}
return false;
@H_301_29@ }
auto listener = cocos2d::EventListenerTouchOneByOne::create();
@H_301_29@ listener->setSwallowTouches(true);@H_301_29@ listener->onTouchBegan = [&](cocos2d::Touch* touch,cocos2d::Event* event) @H_301_29@ { @H_301_29@ cocos2d::Vec2 p = touch->getLocation();
@H_301_29@ cocos2d::Rect rect = this->getBoundingBox(); @H_301_29@ if(rect.containsPoint(p)) @H_301_29@ { @H_301_29@ if(onTouchBegan) @H_301_29@ onTouchBegan(touch,event);
return true; // to indicate that we have consumed it.
@H_301_29@ }
301_29@ };
@H_301_29@ listener->onTouchEnded = [=](cocos2d::Touch* touch,cocos2d::Event* event) @H_301_29@ {
if(onTouchEnded)
@H_301_29@ onTouchEnded(touch,event); @H_301_29@ };
cocos2d::Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraPHPriority(listener,this);
return true;
@H_301_29@} @H_301_29@
@H_301_29@怎么用呢很简单如下: @H_301_29@
@H_301_29@ auto start = CustomSprite::createWithPath("StartButton.jpg"); @H_301_29@ start->setPosition(Vec2(start->getContentSize().width / 2 + 20,visibleSize.height / 2));
start->onTouchEnded = CC_CALLBACK_2(StartLayer::onBeginTouchStartButton,this);
@H_301_29@ addChild(start); @H_301_29@ auto exit = CustomSprite::createWithPath("ExitButton.jpg"); @H_301_29@ exit->setPosition(Vec2(start->getPositionX(),start->getPositionY() - 70));
exit->onTouchEnded = CC_CALLBACK_2(StartLayer::onBeginTouchExitButton,this);
@H_301_29@ addChild(exit); @H_301_29@@H_301_29@在定义onBeginTouchStartButton,和onBeginTouchExitButton @H_301_29@