1. 运动类
(1)移动,拉伸,闪烁,重复动作
MoveTo* moveTo = MoveTo::create(0.9f,Point(250,150)); <span style="white-space:pre"> </span>MoveBy* moveBy = MoveBy::create(0.9f,Point(100,100)); sprite->runAction(moveTo);
ScaleTo scaleTo = ScaleTo::create(0.9f,0.4f,10.f); ScaleBy scaleBy = ScaleBu::create(0.9f,1.0f)
Blink* blink = Blink::create(3.0f,5);
JumpBy* jumpBy = JumpBy::create(3.0f,Point(50,1),100,1); RepeatForever* RepeatForeverAction = RepeatForever::create(jumpBy); //Repeat* RepeatAction = Repeat::create(jumpBy,5); sprite->runAction(jumpBy);
Action* action = Spawn::create(moveTo,jumpBy,scaleTo,NULL);//几个动作同时做 Action* action = Sequence::create(moveTo,NULL);//一个接一个动作2.动作监听,请看代码
MoveTo* moveHome = MoveTo::create(10.0f,100)); auto callbackFunc[&]() { log("I fine"); }; CallFunc* callFunc = CallFunc::create(callbackFunc); Action* actions = Sequence::create(moveHome,callFunc,NULL); sprite->runAction(actions);
3.屏幕触摸事件
auto listener = EventListenerTouchOneByOne::create(); listener->onTouchBegan = [](Touch* touch,Event* event)//手指按下时 { Point pos1 = touch->getLocation();//基于3D Point pos2 = touch->getLocationInView();//基于2D,左上角为原点 Point pos3 = Director::getInstance()->convertToGL(pos2);//右下角为原点,笛卡尔坐标,常用的就是这种方式!!!! log("pos1 x = %f,y = %f,",pos1.x,pos1.y); log("pos1 x = %f,pos2.x,pos2.y); log("pos1 x = %f,pos3.x,pos3.y); return true; }; listener->onTouchMoved = [](Touch* touch,Event* event)//手指在屏幕拖动时会一直调用 { log("moved"); }; listener->onTouchEnded = [](Touch* touch,Event* event)//手指松开时 { log("end"); }; _eventDispatcher->addEventListenerWithSceneGraPHPriority(listener,this);//事件管理器注册监听listener三个事件,另外一个onTouchCancelled 打断触摸事件,是系统级的消息,如手机来电就会被中断。
4.多点触摸
auto listener = EventListenerTouchAllAtOnce ::create(); listener->setSwallowTouches(true);//吞没事件,当某个触摸事件回调时,截断这个事件,不让他继续往下传 listener->onTouchBegan = [](const std::vector<Touch*> &touches,Event* event){}; listener->onTouchMoved = [](const std::vector<Touch*> &touches,Event* event) { int num = touches.size(); for(auto &touch : touches) { auto location = touch->getLocation(); } }; listener->onTouchEnded = [](const std::vector<Touch*> &touches,Event* event) { auto target = static_cast<Sprite*>(event->getCurrentTarget());//这个只有在监听事件时绑定对象才有效,将最后一句中的this改为绑定的对象。 .... }; _eventDispatcher->addEventListenerWithSceneGraPHPriority(listener,this);
</pre><pre name="code" class="cpp">
<pre name="code" class="cpp">5.Cocos2dx微信分享
http://www.cocoachina.com/bbs/read.PHP?tid-224616-page-1.html
http://www.cocoachina.com/bbs/simple/?t50484.html
<pre name="code" class="cpp">http://blog.sina.com.cn/s/blog_92ac2c5b0101dgru.html