1,先新增监听事件
auto listener = EventListenerTouchOneByOne::create(); listener->setSwallowTouches(true); listener->onTouchBegan = CC_CALLBACK_2(StartGame::onTouchBegan,this); listener->onTouchMoved = CC_CALLBACK_2(StartGame::onTouchMoved,this); listener->onTouchEnded = CC_CALLBACK_2(StartGame::onTouchEnded,this); _eventDispatcher->addEventListenerWithSceneGraPHPriority(listener,this);
2,监听的方法回调函数实现
bool StartGame::onTouchBegan(Touch* touch,Event* event) { Point touchLocation = this->convertTouchToNodeSpace(touch); this->selectSpriteForTouch(touchLocation); return true; } void StartGame::onTouchMoved(Touch* touch,Event* event) { Point touchLocation = this->convertTouchToNodeSpace(touch); Point oldTouchLocation = touch->getPrevIoUsLocation(); oldTouchLocation = this->convertToNodeSpace(oldTouchLocation); Point translation = touchLocation - oldTouchLocation;//获取移动的距离 CCLog("touchLocation--------------------%d-------%d",touchLocation.x,touchLocation.y); CCLog("oldTouchLocation--------------------%d-------%d",oldTouchLocation.x,oldTouchLocation.y); CCLog("translation--------------------%d-------%d",translation.x,translation.y); this->boundLayerPos(translation);//背景移动函数
//this->panForTranslation(translation);//精灵移动函数 } void StartGame::onTouchEnded(Touch* touch,Event* event) { }
这个事背景事件,在init里面加载一张背景图片
void StartGame::boundLayerPos(Point newtouch) { Size winSize = Director::getInstance()->getWinSize(); Point newPos = this->getPosition() + newtouch; auto map = getChildByTag(102); //这里获取背景图片 newPos.x = MIN(newPos.x,0); newPos.x = MAX(newPos.x,-map->getContentSize().width+winSize.width); newPos.y = MIN(newPos.y,0); newPos.y = MAX(newPos.y,-map->getContentSize().height + winSize.height); this->setPosition(newPos); }
精灵移动方法实现
在init里面加载一个精灵
void StartGame::panForTranslation(Point translation) { auto sprite = getChildByTag(101);//获取精灵 Point newPos = sprite->getPosition() + translation; sprite->setPosition(newPos); }
这就ok了
精灵或者是背景图片移动都是在触屏监听事件的onTouchMoved(Touch* touch,Event * event)里面获取原触屏点和移动以后的触屏点,得到他们的差值,给精灵或者背景图片重新定位setPosition(Point * point),就完成了背景和精灵的移动(背景图片要判断边界值得)
注意,Node可通过函数getBoundingBox返回精灵的边界矩形。这比你自己手动计算精灵的边界矩形要好多了。因为,第一,它更简单;第二,它考虑了精灵的位置坐标变换。(比如锚点变了,要执行相应的矩阵变换,具体可以参考源代码,这些就不再细说了。)
点击选中的时候可以先让精灵做一些动作,这里是闪烁
void StartGame::selectSpriteForTouch(Point touchLocation) { auto sprite = getChildByTag(101); if ( sprite->getBoundingBox().containsPoint(touchLocation) ) { auto blink = CCBlink::create(2.0f,5); sprite->runAction(blink); } }原文链接:https://www.f2er.com/cocos2dx/346290.html