#ifndef __HELLOWORLD_SCENE_H__ #define __HELLOWORLD_SCENE_H__ #include "cocos2d.h" USING_NS_CC; class HelloWorld : public cocos2d::Layer { public: // there's no 'id' in cpp,so we recommend returning the class instance pointer static cocos2d::Scene* createScene(); virtual bool init(); // implement the "static create()" method manually CREATE_FUNC(HelloWorld); void onTouchesBegan(const std::vector<cocos2d::Touch*>& touches,cocos2d::Event* event); void onTouchesMoved(const std::vector<cocos2d::Touch*>& touches,cocos2d::Event* event); Sprite* bgSprite; Vec2 bgOrigin; Layer* mapLayer; }; #endif // __HELLOWORLD_SCENE_H__
HelloWorld.cpp
#include "HelloWorldScene.h" USING_NS_CC; Scene* HelloWorld::createScene() { // 'scene' is an autorelease object auto scene = Scene::create(); // 'layer' is an autorelease object auto layer = HelloWorld::create(); // add layer as a child to scene scene->addChild(layer); // return the scene return scene; } // on "init" you need to initialize your instance bool HelloWorld::init() { ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } ///////////////////////////// mapLayer = Layer::create(); this->addChild(mapLayer,-1); bgSprite = Sprite::create("2.jpg"); bgSprite->setAnchorPoint(Vec2::ZERO); bgSprite->setPosition(Vec2::ZERO),bgOrigin = Vec2(Vec2::ZERO); mapLayer->addChild(bgSprite); auto treeSprite = Sprite::create("1.png"); treeSprite->setAnchorPoint(Vec2::ZERO); treeSprite->setPosition(Vec2::ZERO),treeSprite->setScale(2); bgSprite->addChild(treeSprite,2); auto map = TMXTiledMap::create("mymap4.tmx"); map->setAnchorPoint(Vec2::ZERO); map->setPosition(Vec2::ZERO),bgSprite->addChild(map,1); auto listener = EventListenerTouchAllAtOnce::create(); listener->onTouchesBegan = CC_CALLBACK_2(HelloWorld::onTouchesBegan,this); listener->onTouchesMoved = CC_CALLBACK_2(HelloWorld::onTouchesMoved,this); _eventDispatcher->addEventListenerWithSceneGraPHPriority(listener,bgSprite); return true; } void HelloWorld::onTouchesBegan(const std::vector<cocos2d::Touch*>& touches,cocos2d::Event* event) { CCLOG("touch begin"); } void HelloWorld::onTouchesMoved(const std::vector<cocos2d::Touch*>& touches,cocos2d::Event* event) { CCLOG("touch moved"); auto winSize = Director::getInstance()->getWinSize(); if(touches.size() > 1) // 多点进行缩放 { CCLOG("多点缩放"); // 得到当前两触摸点 auto point1 = touches[0]->getLocation(); auto point2 = touches[1]->getLocation(); // 计算两点之间得距离 auto currDistance = point1.distance(point2); // 计算两触摸点上一时刻之间得距离 auto prevDistance = touches[0]->getPrevIoUsLocation().distance(touches[1]->getPrevIoUsLocation()); // 两触摸点与原点的差向量,pointVec1和pointVec2是相对于bgSprite的位置 auto pointVec1 = point1 - bgOrigin; auto pointVec2 = point2 - bgOrigin; // 两触摸点的相对中点 auto relMidx = (pointVec1.x + pointVec2.x) / 2 ; auto relMidy = (pointVec1.y + pointVec2.y) / 2 ; // 计算bgSprite的锚点 auto anchorX = relMidx / bgSprite->getBoundingBox().size.width; auto anchorY = relMidy / bgSprite->getBoundingBox().size.height; // 相对屏幕的中点 auto absMidx = (point2.x + point1.x) / 2 ; auto absMidy = (point2.y + point1.y) / 2 ; // 缩放时,为了避免出现空白的区域,需要做以下的边界处理。 // 当bgSprite快要进入到屏幕时,修改bgSprite的位置(既absMidx和absMidy)。 if( bgOrigin.x > 0) { absMidx -= bgOrigin.x; } if( bgOrigin.x < -bgSprite->getBoundingBox().size.width + winSize.width ) { absMidx += -bgSprite->getBoundingBox().size.width + winSize.width - bgOrigin.x; } if( bgOrigin.y > 0 ) { absMidy -= bgOrigin.y; } if( bgOrigin.y < -bgSprite->getBoundingBox().size.height + winSize.height ) { absMidy += -bgSprite->getBoundingBox().size.height + winSize.height - bgOrigin.y; } // 重设bgSprite锚点和位置 bgSprite->setAnchorPoint(Vec2(anchorX,anchorY)); bgSprite->setPosition(Vec2(absMidx,absMidy)); // 根据两触摸点前后的距离计算缩放倍率 auto scale = bgSprite->getScale() * ( currDistance / prevDistance); // 控制缩放倍率在1~4倍之间,最小倍率不能太小,不让背景将不能填充满整个屏幕。 scale = MIN(4,MAX(1,scale)); bgSprite->setScale(scale); // 更新原点位置 bgOrigin = Vec2(absMidx,absMidy) - Vec2(bgSprite->getBoundingBox().size.width * anchorX,bgSprite->getBoundingBox().size.height * anchorY) ; } else if(touches.size() == 1) // 单点进行移动 { CCLOG("单点移动"); // 单点时,touches中只有一个Touch对象,所以通过touches[0]就可以得到触摸对象 auto touch = touches[0]; // 计算滑动过程中的滑动增量 auto diff = touch->getDelta(); // 得到当前bgSprite的位置 auto currentPos = bgSprite->getPosition(); // 得到滑动后bgSprite应该所在的位置 auto pos = currentPos + diff; // 得到此刻bgSprite的尺寸 auto bgSpriteCurrSize = bgSprite->getBoundingBox().size; //边界控制,约束pos的位置 pos.x = MIN(pos.x,bgSpriteCurrSize.width * bgSprite->getAnchorPoint().x); pos.x = MAX(pos.x,-bgSpriteCurrSize.width + winSize.width + bgSpriteCurrSize.width * bgSprite->getAnchorPoint().x); pos.y = MIN(pos.y,bgSpriteCurrSize.height * bgSprite->getAnchorPoint().y); pos.y = MAX(pos.y,-bgSpriteCurrSize.height + winSize.height + bgSpriteCurrSize.height * bgSprite->getAnchorPoint().y); // 重设bgSprite位置 bgSprite->setPosition(pos); // 更新原点位置 if( pos.x >= bgSpriteCurrSize.width * bgSprite->getAnchorPoint().x || pos.x <= -bgSpriteCurrSize.width + winSize.width + bgSpriteCurrSize.width * bgSprite->getAnchorPoint().x) { diff.x = 0; } if( pos.y >= bgSpriteCurrSize.height * bgSprite->getAnchorPoint().y || pos.y <= -bgSpriteCurrSize.height + winSize.height + bgSpriteCurrSize.height * bgSprite->getAnchorPoint().y) { diff.y = 0; } bgOrigin += diff; } }